THREE.JS / FOUNDATIONS 92

One clip. Many bodies.

Correctly cloned skinned models can either share one animation state or own independent mixers. Compare the topology, bindings, and timing live.

Initializing -

Preparing the renderer and reusable character source.

Clones
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Mixers
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Bindings
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Geometry reuse
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Animation topology-

A shared group requires compatible animated properties across all objects.

Group accountingcache discipline
Group flag
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Objects total
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Objects active
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Selected clip
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The group owns binding caches. Independent mixers trade that shared binding state for per-character clocks.

Reusable animation lifecycle
load source->SkeletonUtils.clone->choose topology->update mixers->render

Each clone owns its bone hierarchy while the geometry and materials remain reusable.

Shared mode keeps the characters synchronized. Independent mode starts each mixer at a different time. Add ?forceWebGL=1 for a WebGL2 comparison.

Next: depth conventions ->
LAB 92 / ANIMATION GROUPS