pygfx.objects.SkinnedMesh
- class pygfx.objects.SkinnedMesh(geometry, material)
Bases:
Mesh
A skinned mesh.
A mesh that has a Skeleton with bones that can then be used to animate the vertices of the geometry.
- property bind_matrix
The base matrix that is used for the bound bone transforms.
- property bind_matrix_inv
The base matrix that is used for resetting the bound bone transforms.
- property bind_mode
How a skinned mesh is bound to its skeleton. Either “attached” or “detached”.
See
pygfx.utils.enums.BindMode
:. Default “attached”.
- bind(skeleton: Skeleton, bind_matrix=None)
Bind a skeleton to the skinned mesh. The bind_matrix gets saved to .bind_matrix property and the .bind_matrix_inv gets calculated.
- Parameters:
skeleton (Skeleton) – The skeleton created from the bones tree.
bind_matrix (np.ndarray, optional) – The base transform of the skeleton.
- pose()
Reset the skinned mesh to the binding-time pose.
Examples
Skinned Mesh
Detached Bind Mode