API Reference · Skinning and morph targets

Skin

Namespace: Ava3D

public sealed class Skin

A skeleton: the nodes that drive a skinned mesh, and the matrices that put the mesh into each of their spaces.

Shared. Two meshes wearing the same rig — a body and the robe over it — point at one skin, and the joint matrices behind it are computed once per frame however many meshes are using them.

Constructors

MemberDescription
Skin(Node[] joints, Matrix4x4[] inverseBind)

Builds a skin. The two arrays are parallel and must be the same length.

Properties

MemberDescription
Matrix4x4[] InverseBind { get; }

For each joint, the matrix taking a vertex from the mesh's own space into that joint's space at the pose the mesh was modelled in. glTF's inverseBindMatrices, and the reason a rig can be posed away from the shape it was built at.

Node[] Joints { get; }

The nodes that drive the mesh, in the order JointBinding indexes them.

Node Skeleton { get; set; }

The node the skeleton hangs from, when the file named one. Informational.

See also