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
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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.
Rigging study unavailable.
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.
LAB 91 / SKINNING + MORPHS