- BabylonJS - Playing Sounds & Music
- BabylonJS - Physics Engine
- BabylonJS - Bones and Skeletons
- BabylonJS - ShaderMaterial
- Standard Rendering Pipeline
- BabylonJS - Reflection Probes
- BabylonJS - Create ScreenShot
- BabylonJS - Lens Flares
- BabylonJS - Parallax Mapping
- BabylonJS - Dynamic Texture
- BabylonJS - Curve3
- BabylonJS - Decals
- VectorPosition and Rotation
- BabylonJS - Mesh
- BabylonJS - Parametric Shapes
- BabylonJS - Lights
- BabylonJS - Cameras
- BabylonJS - Animations
- BabylonJS - Materials
- BabylonJS - Basic Elements
- BabylonJS - Overview
- BabylonJS - Environment Setup
- BabylonJS - Introduction
- BabylonJS - Home
BabylonJS Useful Resources
Selected Reading
- Who is Who
- Computer Glossary
- HR Interview Questions
- Effective Resume Writing
- Questions and Answers
- UPSC IAS Exams Notes
BabylonJS - Bones and Skeletons
Babylonjs offers APIs to create skeletons and bones.
Syntax
Let us now see the syntax for different functions.
For Skeleton
BABYLON.Skeleton = function (name, id, scene)
For Bone
BABYLON.Bone = function (name, skeleton, parentBone, matrix)
Skeletons and Bones can be created using blender and the same can be exported in .babylonjs.
Demo
<!doctype html> <html> <head> <meta charset = "utf-8"> <title>BabylonJs - Basic Element-Creating Scene</title> <script src = "babylon.js"></script> <style> canvas {width: 100%; height: 100%;} </style> </head> <body> <canvas id = "renderCanvas"></canvas> <script type = "text/javascript"> var canvas = document.getElementById("renderCanvas"); var engine = new BABYLON.Engine(canvas, true); var createScene = function() { var scene = new BABYLON.Scene(engine); //Adding a pght var pght = new BABYLON.PointLight("Omni", new BABYLON.Vector3(20, 20, 100), scene); //Adding an Arc Rotate Camera var camera = new BABYLON.ArcRotateCamera("Camera", 0, 0.8, 100, BABYLON.Vector3.Zero(), scene); camera.attachControl(canvas, false); BABYLON.SceneLoader.ImportMesh( "him", "scenes/Dude/", "Dude.babylon", scene, function (newMeshes, particleSystems, skeletons) { var dude = newMeshes[0]; console.log(dude); dude.rotation.y = Math.PI; dude.position = new BABYLON.Vector3(0, 0, -80); scene.beginAnimation(skeletons[0], 0, 100, true, 1.0); }) return scene; }; var scene = createScene(); engine.runRenderLoop(function() { scene.render(); }); </script> </body> </html>
In the above demo pnk, we have used Dude.babylon mesh. You can download the json file for Dude.babylon from here −
Save the file in scenes to get the output as shown below.
Output
The above pne of code generates the following output −

Explanation
For the import mesh, we have used babylonjs dude mesh.
The mesh gives us skeletons. For example, skeleton = skeletons[0];
To get bones from the skeletons, execute the following command −
skeleton.bones; //it gives a array.
In the above demo, we created 2 spheres and passed on to the mesh. For this, we executed the following commands −
sphere.attachToBone(skeleton.bones[30], dude);
And,
sphere1.attachToBone(skeleton.bones[40], dude);
attachToBone is a function wherein, you can give any mesh to the bone.
Skeleton.bones[30] and skeleton.bones[40] refers to the hands of the skeleton.
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