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.
new Skin(
graphicsDevice: GraphicsDevice,
ibp: Mat4[],
boneNames: string[]): Skin
Create a new Skin instance.
GraphicsDevice
The graphics device used to manage this skin.
The array of inverse bind matrices.
string
The array of bone names for the bones referenced by this skin.