Holds the data for a skeleton to be used with skinned meshes. More...
| Header: | #include <QSkeleton> |
| CMake: | find_package(Qt6 REQUIRED COMPONENTS 3DCore)target_link_libraries(mytarget PRIVATE Qt6::3DCore) |
| qmake: | QT += 3dcore |
| In QML: | Skeleton |
| Inherits: | Qt3DCore::QAbstractSkeleton |
| Status: | Deprecated |
| void | setRootJoint(Qt3DCore::QJoint *rootJoint) |
| void | rootJointChanged(Qt3DCore::QJoint *rootJoint) |
Use QSkeleton if you wish to manually create the joints of a skeleton for use with skinned meshes. This is mainly of use to people creating editors, tooling, or dynamic skeletons. It is more common that a Qt 3D application would simply consume an existing skeleton and skinned mesh as created in a digital content creation tool such as Blender. For this use case, please see QSkeletonLoader.
Holds the root joint of the hierarchy of joints forming the skeleton.
Access functions:
| Qt3DCore::QJoint * | rootJoint() const |
| void | setRootJoint(Qt3DCore::QJoint *rootJoint) |
Notifier signal:
| void | rootJointChanged(Qt3DCore::QJoint *rootJoint) |
Constructs a new QSkeleton with parent.
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