Defines a skinning animation. More...
| Import Statement: | import QtQuick3D |
| Inherits: |
A skin defines how a model can be animated using skeletal animation. It contains a list of Nodes and an optional list of the Inverse Bind Pose Matrices. Each Node's transform becomes a transform of the bone with the corresponding index in the list.
Skin {
id: skin0
joints: [
node0,
node1,
node2
]
inverseBindPoses: [
Qt.matrix4x4(...),
Qt.matrix4x4(...),
Qt.matrix4x4(...)
]
}
|
inverseBindPoses : List<matrix4x4> |
This property contains a list of Inverse Bind Pose matrixes used for the skinning animation. Each inverseBindPose matrix means the inverse of the global transform of the corresponding node in Skin::joints, used initially.
Note: This property is an optional property. That is, if some or all of the matrices are not set, identity values will be used.
|
joints : List<QtQuick3D::Node> |
This property contains a list of nodes used for a hierarchy of joints. The order in the list becomes the index of the joint, which is used in the SkinSemantic custom geometry attribute.
Note: A value 'undefined' will be ignored and if a node which doesn't exist is described, the result is unpredictable.
See also QQuick3DGeometry::addAttribute and Qt Quick 3D - Simple Skinning Example.
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