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Module skeleton

Module skeleton 

Source
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Plain CPU data for a joint hierarchy — no Asset/ Handle/GPU upload involved. A skeleton is pure computation (walking a joint hierarchy, multiplying matrices) right up until you write the result into a buffer of your own — see Skeleton::skinning_matrices.

Structs§

Joint
One joint’s static rig data — everything that never changes once the skeleton is built, as opposed to Transform, which is per-pose (a new one every frame, from AnimationClip::sample).
Skeleton
A joint hierarchy — parent/child relationships plus each joint’s fixed bind-pose data. Immutable once built; combine it with a per-frame Vec<Transform> (one local pose per joint, e.g. from AnimationClip::sample) via world_matrices/skinning_matrices to get the matrices your own shader/buffer actually needs.
Transform
A local (parent-relative) rigid pose — translation, rotation, scale.