ModelSkin class final

A skeleton: which nodes are joints, and how each undoes the bind pose.

Indices into ModelDocument.nodes, because a joint is a node — glTF says so, and it is what makes an animation clip drive a skeleton without the two features knowing about each other. The player writes node transforms; the skin reads them.

Constructors

ModelSkin({required List<int> joints, required List<Matrix4> inverseBindMatrices, int? skeletonRoot, String? name})

Properties

hashCode int
The hash code for this object.
no setterinherited
inverseBindMatrices List<Matrix4>
One per joint: the transform that takes a vertex from model space into that joint's local space at bind time.
final
jointCount int
no setter
joints List<int>
Node indices, in the order the vertex attribute addresses them.
final
name String?
final
runtimeType Type
A representation of the runtime type of the object.
no setterinherited
skeletonRoot int?
The node the skeleton hangs from, when the file names one.
final

Methods

noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
toString() String
A string representation of this object.
override

Operators

operator ==(Object other) bool
The equality operator.
inherited