A node in the node hierarchy. When the node contains skin
, all mesh.primitives
must contain JOINTS_0
and WEIGHTS_0
attributes. A node can have either a matrix
or any combination of translation
/rotation
/scale
(TRS) properties. TRS properties are converted to matrices and postmultiplied in the T * R * S
order to compose the transformation matrix; first the scale is applied to the vertices, then the rotation, and then the translation. If none are provided, the transform is the identity. When a node is targeted for animation (referenced by an animation.channel.target), only TRS properties may be present; matrix
will not be present.
The index of the camera referenced by this node.
The indices of this node's children.
A floating-point 4x4 transformation matrix stored in column-major order.
The index of the mesh in this node.
The node's unit quaternion rotation in the order (x, y, z, w), where w is the scalar.
The node's non-uniform scale, given as the scaling factors along the x, y, and z axes.
The index of the skin referenced by this node.
The node's translation along the x, y, and z axes.
The weights of the instantiated Morph Target. Number of elements must match number of Morph Targets of used mesh.
A node in the node hierarchy. When the node contains
skin
, allmesh.primitives
must containJOINTS_0
andWEIGHTS_0
attributes. A node can have either amatrix
or any combination oftranslation
/rotation
/scale
(TRS) properties. TRS properties are converted to matrices and postmultiplied in theT * R * S
order to compose the transformation matrix; first the scale is applied to the vertices, then the rotation, and then the translation. If none are provided, the transform is the identity. When a node is targeted for animation (referenced by an animation.channel.target), only TRS properties may be present;matrix
will not be present.