Bone
Bone ⟵ Object3D
A bone which is part of a Skeleton for
skeletal animation. Used mainly in SkinnedMesh
Bones are used in skeletal animation systems to define the structure and
hierarchy of animated characters. Each bone can have children and
parents, creating a bone hierarchy that defines how the skeleton moves.
Key Features:
- Inherits all Object3D transform capabilities
- Can be part of a bone hierarchy for skeletal animation
- Supports parent-child relationships for complex animations Usage:
- Create root bone and child bones
- Add bones to skeleton for character animation
- Use in SkinnedMesh for vertex skinning
Methods
Bone()
Default constructor - creates a bone with default values
explicit Bone(const string& name)
Constructor with custom name
| name | Human-readable name for the bone | "" |
virtual Object3D* clone(bool recursive = true) const override
Creates a copy of this bone
| recursive | Whether to clone children | true |
virtual void copy(const Object3D& object, bool recursive = true) override
Copies properties from another object
| object | Source object to copy from | Object3D() |
| recursive | Whether to copy children | true |
Properties
| enabled | bool | Active/inactive |
| id | u32 | Unique identifier |
| name | string | Optional display name |
| uuid | string | UUID string |
| version | u32 | Bumps on change |