Used to transforms parts of skinned meshes. More...
The Joint node is used to build skeletons as part of the skinned mesh support in Qt 3D. A joint can be transformed by way of its scale, rotation and translation properties. Any mesh vertices that are bound to the joint will have their transformations updated accordingly.
inverseBindMatrix : matrix4x4 |
Holds the inverse bind matrix of the joint. This is used to transform vertices from model space into the space of this joint so they can subsequently be multiplied by the joint's global transform to perform the skinning operation.
rotation : quaternion |
Holds the rotation of the joint as quaternion.
rotationX : real |
Holds the x rotation of the joint as an Euler angle.
rotationY : real |
Holds the y rotation of the joint as an Euler angle.
rotationZ : real |
Holds the z rotation of the joint as an Euler angle.
scale : vector3d |
Holds the uniform scale of the joint.
translation : vector3d |
Holds the translation of the joint as vector3d.
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