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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