AnimatedMesh Type
A mesh with skeleton data for GPU skinning.
Load once from an Assimp Scene via AnimatedMesh.fromScene, then
share across all entities that use the same mesh. Each entity computes its
own bone matrices via AnimatedMesh.computeBoneMatrices and passes
them to Draw3D.drawSkinnedMesh.
Record fields
| Record Field |
Description
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Per-bone bind LOCAL pose (node-local transform from the Assimp node tree,
in MonoGame row-vector convention — transposed like
Used by
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Full Usage:
BoneCount
Field type: int
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Bone name → bone index lookup for
Built once at load from
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Full Usage:
BoneNames
Field type: string[]
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Full Usage:
BoneOrder
Field type: int[]
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Bone indices sorted by ascending hierarchy depth (parents before children).
Depends only on
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Full Usage:
BoneParents
Field type: int[]
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Index of each bone's parent in
Built from the Assimp node tree so
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Mibo