Interface GltfAnimationData
boneOverrides?: ReadonlyMap<number, unknown>;
clips: readonly AnimationClip[];
excludedNodeIndices: ReadonlySet<number>;
morphBindings: readonly MorphBinding[];
nodeNames: readonly (string | undefined)[];
nodes: readonly NodeRest[];
nodeTargets: readonly (AnimatedNodeTarget | undefined)[];
skeletons: readonly SkeletonBinding[];
}
Index
Properties
Optional Readonlybone Overrides
Shared node-index → bone override map, present only when enableBoneControl()
installed bone control. Handed to every AnimationController so a playing clip
honours user bone overrides (animation wins per-component). undefined on the
default path. Typed as unknown value to keep the internal BoneOverride
shape out of the public API surface.
Readonlyclips
Readonlyexcluded Node Indices
Node indices excluded from node-TRS writeback: skin joints (driven by the
skeleton path) plus skinned-mesh nodes and all their ancestors (their bone
matrices bake an invMeshWorld captured at load, so moving them at runtime
would double-transform the skinned vertices).
Readonlymorph Bindings
Readonlynode Names
glTF node names indexed by node index (undefined for unnamed nodes). Used by AnimationGroupMask to resolve include/exclude target names to the node indices its channels animate.
Readonlynodes
Readonlynode Targets
Scene-node targets indexed by glTF node index. Used to write plain node-TRS channels (non-skeletal node animation) back onto the live scene graph so the affected meshes — and their descendants — actually move.
Everything the animation system needs, parsed from a glTF file.