BonePose Type
The result of evaluating an animated model's pose once: both the model-space
bone transforms for the current frame (WorldPoses) and the shader
skinning palette (Palette).
Compute once per entity per frame via Animation3DState.computePose (or
AnimatedModel.computePose) and share it between the skinned draw and any
number of bone queries / attachment draws. Both arrays are in raylib's native
matrix layout (a Raymath.* matrix is the transpose of the equivalent
System.Numerics.Matrix4x4.* matrix): compose WorldPoses with
Raymath.MatrixMultiply, never System.Numerics operators, and
hand Palette to DrawSkinnedMesh as-is.
Record fields
| Record Field |
Description
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Skinning palette in System.Numerics row-major layout:
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Model-space bone transforms for the current frame (attachment/query data), raylib-native layout.
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Static members
| Static member |
Description
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A pose with no bones. Use as the starting point for
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Mibo