THREE.JS / FOUNDATIONS 91

Move the rig, not the vertices.

A glTF character exposes the full deformation chain: bones drive a SkinnedMesh, morph weights shape the face, and an AnimationMixer blends authored clips.

Initializing -

Preparing the renderer and glTF animation system.

Meshes
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Bones
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Clips
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Morphs
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Skeleton inspectionbone-local rotation
Morph targetsvertex deltas + weights

These weights are independent from the skeletal animation clips.

Loading morph targets…
Animation mixercrossfade actions

Sample: —

Deformation lifecycle
load glTF->bind skeleton->mixer update->morph weights->render

The same loaded object can be driven by bones, clips, and morph target weights.

Drag to orbit · scroll to dolly · pose mode enables manual bone edits · add ?forceWebGL=1 for a WebGL2 comparison.

This is a selected deformation-chain study using the local RobotExpressive asset. The pinned webgpu_skinning source counterpart uses Michelle.glb and simpler lighting; whole-example fidelity remains separate.

Next: depth conventions ->
LAB 91 / SKINNING + MORPHS