AnimatedMesh Type
A mesh with skeleton data for GPU skinning.
Load once from a Model via AnimatedMesh.fromModel, then share across
all entities that use the same mesh. Each entity computes its own bone matrices
via AnimatedMesh.computeBoneMatrices and passes them to DrawSkinnedMesh.
This avoids per-entity model copies and CPU skinning — the GPU does the vertex transform.
Record fields
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Description
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Model-space bind pose per bone (the rest pose captured at load). Bones a clip doesn't animate fall back to this so they hold their rest position instead of collapsing to the skeleton origin — same space as raylib's keyframe poses.
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Full Usage:
BoneCount
Field type: int
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Bone name → bone index lookup used by
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Full Usage:
BoneNames
Field type: string[]
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Authored bone names, indexed by bone index (for
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Full Usage:
BoneParents
Field type: int[]
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Parent bone index per bone (-1 for roots). Informational — raylib keyframe poses are model-space.
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Inverse bind pose per bone, in
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Mibo