- Qt 6.4
- Qt Quick 3D
- Qt Quick 3D Examples and Tutorials
- Qt Quick 3D - Simple Skinning Example
- Qt Quick 3D | Commercial or GPLv3

# Qt Quick 3D - Simple Skinning Example

     // Copyright (C) 2020 The Qt Company Ltd.
     // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause

     import QtQuick
     import QtQuick3D
     import Example
     import QtQuick.Timeline

     Node {
         PrincipledMaterial {
             id: material
             lighting: PrincipledMaterial.NoLighting
             baseColor: "orange"
         }

         Model {
             geometry: SkinGeometry {
                 id: geometry

                 positions: [
                     Qt.vector3d(0.0, 0.0, 0.0), // vertex 0
                     Qt.vector3d(1.0, 0.0, 0.0), // vertex 1
                     Qt.vector3d(0.0, 0.5, 0.0), // vertex 2
                     Qt.vector3d(1.0, 0.5, 0.0), // vertex 3
                     Qt.vector3d(0.0, 1.0, 0.0), // vertex 4
                     Qt.vector3d(1.0, 1.0, 0.0), // vertex 5
                     Qt.vector3d(0.0, 1.5, 0.0), // vertex 6
                     Qt.vector3d(1.0, 1.5, 0.0), // vertex 7
                     Qt.vector3d(0.0, 2.0, 0.0), // vertex 8
                     Qt.vector3d(1.0, 2.0, 0.0)  // vertex 9
                 ]
                 joints: [
                     0, 1, 0, 0, // vertex 0
                     0, 1, 0, 0, // vertex 1
                     0, 1, 0, 0, // vertex 2
                     0, 1, 0, 0, // vertex 3
                     0, 1, 0, 0, // vertex 4
                     0, 1, 0, 0, // vertex 5
                     0, 1, 0, 0, // vertex 6
                     0, 1, 0, 0, // vertex 7
                     0, 1, 0, 0, // vertex 8
                     0, 1, 0, 0  // vertex 9
                 ]
                 weights: [
                     1.00, 0.00, 0.0, 0.0, // vertex 0
                     1.00, 0.00, 0.0, 0.0, // vertex 1
                     0.75, 0.25, 0.0, 0.0, // vertex 2
                     0.75, 0.25, 0.0, 0.0, // vertex 3
                     0.50, 0.50, 0.0, 0.0, // vertex 4
                     0.50, 0.50, 0.0, 0.0, // vertex 5
                     0.25, 0.75, 0.0, 0.0, // vertex 6
                     0.25, 0.75, 0.0, 0.0, // vertex 7
                     0.00, 1.00, 0.0, 0.0, // vertex 8
                     0.00, 1.00, 0.0, 0.0  // vertex 9
                 ]
                 indexes: [
                     0, 1, 3, // triangle 0
                     0, 3, 2, // triangle 1
                     2, 3, 5, // triangle 2
                     2, 5, 4, // triangle 3
                     4, 5, 7, // triangle 4
                     4, 7, 6, // triangle 5
                     6, 7, 9, // triangle 6
                     6, 9, 8  // triangle 7
                 ]
             }
             materials: [
                 material
             ]
             skeleton: qmlskeleton
             inverseBindPoses: [
                 Qt.matrix4x4(1, 0, 0, -0.5,
                              0, 1, 0, -1,
                              0, 0, 1, 0,
                              0, 0, 0, 1),
                 Qt.matrix4x4(1, 0, 0, -0.5,
                              0, 1, 0, -1,
                              0, 0, 1, 0,
                              0, 0, 0, 1)
             ]
         }
         Skeleton {
             id: qmlskeleton
             Joint {
                 id: joint0
                 index: 0
                 skeletonRoot: qmlskeleton
                 Joint {
                     id: joint1
                     index: 1
                     skeletonRoot: qmlskeleton
                     eulerRotation.z: 45
                 }
             }
         }

         Timeline {
             id: timeline0
             startFrame: 0
             endFrame: 1000
             currentFrame: 0
             enabled: true
             animations: [
                 TimelineAnimation {
                     duration: 5000
                     from: 0
                     to: 1000
                     running: true
                 }
             ]

             KeyframeGroup {
                 target: joint1
                 property: "eulerRotation.z"

                 Keyframe {
                     frame: 0
                     value: 0
                 }
                 Keyframe {
                     frame: 250
                     value: 90
                 }
                 Keyframe {
                     frame: 750
                     value: -90
                 }
                 Keyframe {
                     frame: 1000
                     value: 0
                 }
             }
         }
     }