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.primitivesmust containJOINTS_0andWEIGHTS_0attributes. A node can have either amatrixor any combination oftranslation/rotation/scale(TRS) properties. TRS properties are converted to matrices and postmultiplied in theT * R * Sorder 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;matrixwill not be present.