A skin contains data about the bones in a hierarchy that drive a skinned mesh animation. Specifically, the skin stores the bone name and inverse bind matrix and for each bone. Inverse bind matrices are instrumental in the mathematics of vertex skinning.



  • Create a new Skin instance.


    • graphicsDevice: GraphicsDevice

      The graphics device used to manage this skin.

    • ibp: Mat4[]

      The array of inverse bind matrices.

    • boneNames: string[]

      The array of bone names for the bones referenced by this skin.

    Returns Skin