Defines a skinning animation. 更多...
| import 语句: | import QtQuick3D |
| 继承: | Object3D |
A skin defines how a model can be animated using skeletal animation . It contains a list of Node s and an optional list of the Inverse Bind Pose Matrices. Each Node 's transform becomes a transform of the bone with the corresponding index in the list.
Skin {
id: skin0
joints: [
node0,
node1,
node2
]
inverseBindPoses: [
Qt.matrix4x4(...),
Qt.matrix4x4(...),
Qt.matrix4x4(...)
]
}
注意: Skeleton and Joint will be deprecated.
|
inverseBindPoses : List < matrix4x4 > |
This property contains a list of Inverse Bind Pose matrixes used for the skinning animation. Each inverseBindPose matrix means the inverse of the global transform of the corresponding node in Skin::joints , used initially.
注意: This property is an optional property. That is, if some or all of the matrices are not set, identity values will be used.
|
joints : List < QtQuick3D::Node > |
This property contains a list of nodes used for a hierarchy of joints. The order in the list becomes the index of the joint, which is used in the
SkinSemantic
custom geometry attribute
.
注意: A value 'undefined' will be ignored and if a node which doesn't exist is described, the result is unpredictable.
另请参阅 QQuick3DGeometry::addAttribute and Qt Quick 3D - 简单蒙皮范例 .