THREE.JS / FOUNDATIONS 295
One rig. Thirty lives.
The source rig keeps one AnimationMixer while its skinned meshes
expose an instance matrix, TSL-driven per-instance material variation, and a
depth-directed blur pipeline.
Initializing
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Preparing the instanced animated glTF.
- Meshes
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- Instances
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- Clips
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- Pipeline
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Shared animationMichelle.glb
Instance fieldmatrix + node range
Verificationinstances + lifecycle
Waiting for the instance field.
glTF loader→instanceMatrix→node range→blur pipeline
load Michelle.glb -> animate one rig -> draw thirty instances -> blur by depth
Skinning instancing unavailable.
Drag to orbit · scroll to dolly · use ?backend=webgl for the direct WebGL2 reference.
This is a selected source-shaped instanced-skinning study; the pinned source uses a different camera grid and presentation, so whole-example fidelity remains separate.
Next: skinning points ->LAB 295 / SKINNING INSTANCING