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.