[page:Object3D] → [page:Mesh] →

# 蒙皮网格（[name]）

具有[page:Skeleton]（骨架）和[page:Bone bones]（骨骼）的网格，可用于给几何体上的顶点添加动画。
[name] can only be used with WebGL 2. With WebGL 1 *OES_texture_float* and vertex textures support is required.

## 代码示例

`const geometry = new THREE.CylinderGeometry( 5, 5, 5, 5, 15, 5, 30 ); // create the skin indices and skin weights const position = geometry.attributes.position; const vertex = new THREE.Vector3(); const skinIndices = []; const skinWeights = []; for ( let i = 0; i < position.count; i ++ ) { vertex.fromBufferAttribute( position, i ); // compute skinIndex and skinWeight based on some configuration data const y = ( vertex.y + sizing.halfHeight ); const skinIndex = Math.floor( y / sizing.segmentHeight ); const skinWeight = ( y % sizing.segmentHeight ) / sizing.segmentHeight; skinIndices.push( skinIndex, skinIndex + 1, 0, 0 ); skinWeights.push( 1 - skinWeight, skinWeight, 0, 0 ); } geometry.setAttribute( 'skinIndex', new THREE.Uint16BufferAttribute( skinIndices, 4 ) ); geometry.setAttribute( 'skinWeight', new THREE.Float32BufferAttribute( skinWeights, 4 ) ); // create skinned mesh and skeleton const mesh = new THREE.SkinnedMesh( geometry, material ); const skeleton = new THREE.Skeleton( bones ); // see example from THREE.Skeleton const rootBone = skeleton.bones[ 0 ]; mesh.add( rootBone ); // bind the skeleton to the mesh mesh.bind( skeleton ); // move the bones and manipulate the model skeleton.bones[ 0 ].rotation.x = -0.1; skeleton.bones[ 1 ].rotation.x = 0.2;`

## 构造器

### [name]( [param:BufferGeometry geometry], [param:Material material] )

[page:BufferGeometry geometry] —— 一个[page:BufferGeometry]实例。
[page:Material material] —— （可选）一个[page:Material]实例，默认值是一个新的[page:MeshBasicMaterial]。

## 属性

共有属性请参见其基类[page:Mesh]。

### [property:String bindMode]

“attached”（附加）或者“detached”（分离）。“attached”使用[page:SkinnedMesh.matrixWorld] 属性作为对骨骼的基本变换矩阵，“detached”则使用[page:SkinnedMesh.bindMatrix]。 默认值是“attached”。

### [property:Matrix4 bindMatrix]

该基础矩阵用于绑定骨骼的变换。

### [property:Matrix4 bindMatrixInverse]

该基础矩阵用于重置绑定骨骼的变换。

### [property:Boolean isSkinnedMesh]

Read-only flag to check if a given object is of type [name].

### [property:Skeleton skeleton]

用于表示蒙皮网格中骨骼的层次结构的[page:Skeleton]（骨架）。

## 方法

共有方法请参见其基类[page:Mesh]。

### [method:undefined bind]( [param:Skeleton skeleton], [param:Matrix4 bindMatrix] )

[page:Skeleton skeleton] —— 由一棵[page:Bone Bones]树创建的[page:Skeleton]。
[page:Matrix4 bindMatrix] —— 表示骨架基本变换的[page:Matrix4]（4x4矩阵）。
将骨架绑定到一个蒙皮网格上。bindMatrix会被保存到.bindMatrix属性中，其逆矩阵.bindMatrixInverse也会被计算出来。

### [method:SkinnedMesh clone]()

This method does currently not clone an instance of [name] correctly. Please use [page:SkeletonUtils.clone]() in the meanwhile.

### [method:undefined normalizeSkinWeights]()

标准化蒙皮的权重。

### [method:undefined pose]()

这个方法设置了在“休息”状态下蒙皮网格的姿势（重置姿势）。

## 源代码

[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]