How To

Mirror Engine API / Skin
Class: Skin
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.
Constructors
new Skin()
new Skin(
graphicsDevice: GraphicsDevice,
ibp: Mat4[],
boneNames: string[]): Skin
Create a new Skin instance.
Parameters
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.