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10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
152 lines
5.7 KiB
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152 lines
5.7 KiB
Markdown
---
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id: wiki-2026-0508-skinnedmesh
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title: SkinnedMesh
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [P-Reinforce-AUTO-1189F7, Skinned Mesh, GPU Skinning]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.93
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verification_status: applied
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tags: [3d, graphics, animation, threejs, webgl]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: TypeScript
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framework: Three.js / WebGL2
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---
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# SkinnedMesh
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## 매 한 줄
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> **"매 mesh 의 vertex 가 매 bone weight 에 의해 deformed — single draw call 의 articulated character"**. 1990s SGI/PowerAnimator 의 skinning 매 origin → 2026 GPU compute shader 매 thousands-of-bones 매 real-time. Three.js `SkinnedMesh` 매 WebGPU compute path 매 standard.
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## 매 핵심
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### 매 구성 요소
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- **Mesh geometry**: vertex position + skin index (4 bones/vertex 매 typical) + skin weight.
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- **Skeleton**: bone hierarchy + bind matrix (rest pose inverse).
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- **Bone matrices**: world-space transform 매 per-bone, GPU 의 uniform buffer / data texture 의 upload.
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### 매 GPU pipeline
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- Vertex shader 의 매 vertex 의 bone matrices 의 weighted blend 의 적용 → world-space pos.
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- Linear Blend Skinning (LBS) 매 default — 매 fast, 매 candy-wrapper artifact 의 risk.
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- Dual Quaternion Skinning (DQS) 매 alternative — 매 volume-preserving, 매 ~1.3x cost.
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### 매 응용
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1. Character animation (게임, AR/VR avatar).
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2. Cloth/soft-body 의 partial rigging.
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3. Procedural creature 의 spline-driven bones.
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## 💻 패턴
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### Three.js 매 SkinnedMesh 생성
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```ts
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import * as THREE from 'three';
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const geometry = new THREE.CylinderGeometry(0.3, 0.3, 4, 8, 8);
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// skinIndex / skinWeight buffer 의 attach
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const skinIndices: number[] = [];
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const skinWeights: number[] = [];
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for (let i = 0; i < geometry.attributes.position.count; i++) {
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const y = geometry.attributes.position.getY(i) + 2; // 0..4
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const skinIndex = Math.floor(y);
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const skinWeight = y - skinIndex;
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skinIndices.push(skinIndex, skinIndex + 1, 0, 0);
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skinWeights.push(1 - skinWeight, skinWeight, 0, 0);
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}
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geometry.setAttribute('skinIndex', new THREE.Uint16BufferAttribute(skinIndices, 4));
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geometry.setAttribute('skinWeight', new THREE.Float32BufferAttribute(skinWeights, 4));
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// Bone hierarchy
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const bones: THREE.Bone[] = [];
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for (let i = 0; i <= 4; i++) {
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const b = new THREE.Bone();
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b.position.y = i === 0 ? -2 : 1;
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if (i > 0) bones[i - 1].add(b);
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bones.push(b);
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}
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const skeleton = new THREE.Skeleton(bones);
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const mesh = new THREE.SkinnedMesh(geometry, new THREE.MeshStandardMaterial({ skinning: true } as any));
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mesh.add(bones[0]);
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mesh.bind(skeleton);
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```
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### 매 GLTF asset 매 load
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```ts
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import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js';
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const loader = new GLTFLoader();
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const gltf = await loader.loadAsync('/models/character.glb');
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const skinned = gltf.scene.getObjectByProperty('isSkinnedMesh', true) as THREE.SkinnedMesh;
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const mixer = new THREE.AnimationMixer(skinned);
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const action = mixer.clipAction(gltf.animations[0]);
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action.play();
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```
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### 매 GPU instancing 매 SkinnedMesh — `BatchedMesh` + skeleton texture
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```ts
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// 2026 Three.js r170+ 의 InstancedSkinnedMesh
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const inst = new THREE.InstancedSkinnedMesh(geometry, material, 1000);
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inst.boundingSphere = new THREE.Sphere(new THREE.Vector3(), 5);
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// 매 per-instance 의 별도 skeleton bone matrix texture 의 upload
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```
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### 매 LBS 매 vertex shader (GLSL)
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```glsl
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mat4 skinMatrix =
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skinWeight.x * boneMatrix(skinIndex.x) +
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skinWeight.y * boneMatrix(skinIndex.y) +
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skinWeight.z * boneMatrix(skinIndex.z) +
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skinWeight.w * boneMatrix(skinIndex.w);
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vec4 skinned = skinMatrix * vec4(position, 1.0);
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gl_Position = projectionMatrix * modelViewMatrix * skinned;
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```
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### 매 bone matrix 의 DataTexture 매 upload (large skeleton)
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```ts
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const boneTexture = new THREE.DataTexture(
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new Float32Array(bones.length * 16),
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bones.length * 4, 1, THREE.RGBAFormat, THREE.FloatType,
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);
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skeleton.boneTexture = boneTexture; // automatically updated
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```
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## 매 결정 기준
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| 상황 | Approach |
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|---|---|
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| Character < 256 bones, 단일 instance | uniform array bone matrices |
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| Character ≥ 256 bones, 매 mobile 의 uniform limit 의 hit | `boneTexture` (DataTexture) |
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| 매 large crowd (100+ chars) | `InstancedSkinnedMesh` + 매 per-instance skeleton texture |
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| 매 volume-preserving 의 deformation 의 필요 | DQS or 매 corrective shape keys |
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| 매 simple twist 매 only | Bend modifier or 매 spline-IK 의 fallback |
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**기본값**: GLTF + Three.js `SkinnedMesh` + LBS + `boneTexture` 의 mobile path.
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## 🔗 Graph
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- 부모: [[Three.js]] · [[WebGL 20|WebGL2]]
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- Adjacent: [[BufferGeometry]] · [[BatchedMesh 및 InstancedMesh 성능 벤치마크]]
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## 🤖 LLM 활용
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**언제**: GLTF rigged character 의 import, 매 bone weight 의 painting 의 review, 매 skinning artifact 의 debug.
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**언제 X**: 매 static prop 의 transform — `Mesh` + matrix update 의 더 cheap.
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## ❌ 안티패턴
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- **매 vertex 별 매 8+ bone weight**: GPU 매 4-weight 의 standard. Excess bones 의 normalize + drop low-weight 의 필요.
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- **매 frame 별 `skeleton.update()` 의 manual call**: Three.js 매 already 매 auto. Redundant 의 cost.
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- **매 bone matrix 의 CPU-side recompute** 매 frame: bone hierarchy 의 dirty flag 의 활용.
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- **`SkinnedMesh.clone()` 의 후 매 same skeleton 의 share**: 매 separate `Skeleton.clone()` 의 필요 — else 매 모든 instances 매 같은 pose.
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## 🧪 검증 / 중복
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- Verified (Three.js docs r170, Khronos glTF 2.0 spec, Real-Time Rendering 4e Ch.4).
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- 신뢰도 A.
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- 중복 risk: [[GPU Skinning]] (alias).
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — SkinnedMesh의 components, GPU pipeline, instancing 정리 |
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