THREE.JS / FOUNDATIONS 251

Move the rig, then shape the surface.

This generated glTF keeps the deformation chain small enough to inspect: joint attributes feed a SkinnedMesh, a morph target adds vertex deltas, and AnimationMixer drives both through authored clips.

Initializing -

Preparing the renderer and generated glTF fixture.

Meshes
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Bones
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Clips
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Morphs
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Skeleton inspectionlocal bone rotation
Morph targetPOSITION delta

The slider changes vertex positions independently of the bone tracks.

Animation mixerglTF clips
Inspectionrenderer + lifecycle

load glTF -> bind skeleton -> update mixer -> render

Drag to orbit · scroll to dolly · use ?forceWebGL=1 for a WebGL2 comparison.

Next: production glTF viewer ->
LAB 251 / GLTF SKINNING + MORPH TARGETS