Skin QML Type
Defines a skinning animation. More...
| Import Statement: | import QtQuick3D | 
| Inherits: | 
Properties
- inverseBindPoses : List<matrix4x4>
- joints : List<QtQuick3D::Node>
Detailed Description
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(...)
     ]
 }
Property Documentation
| 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.