Bones

Skeleton and bone hierarchy

Bones define a hierarchical skeleton used to transform meshes for animation.

How it works

  • Joints form a parent/child hierarchy with bind poses.
  • Mesh vertices store weights to one or more joints (see Skinning).
  • Animations target joint transforms over time.

Interoperability notes

  • Coordinate systems and rest/bind pose conventions vary; verify orientation on import.
  • Keep joint names and counts stable across LODs and exports.
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