QArmature

Used to calculate skinning transform matrices and set them on shaders. More

Inheritance diagram of PySide6.Qt3DCore.Qt3DCore.QArmature

New in version 5.10.

Synopsis

Functions

Slots

Signals

Detailed Description

The Armature component is aggregated by entities to give them the ability to calculate the palette of skinning transform matrices needed to properly render skinned meshes.

Each vertex in a skinned mesh is associated (bound) to up to 4 joints in a skeleton. For each joint affecting a vertex the mesh also provides a weight which determines the level of influence of the corresponding joint. The skinning palette used for performing the transformation of skinned vertices is provided by the Armature and is calculated from the joints contained in the referenced skeleton.

Updating the local transform of a joint results in the skinning matrices being recalculated and the skinned mesh vertices bound to that joint moving accordingly.

class PySide6.Qt3DCore.Qt3DCore.QArmature([parent=None])
Parameters

parentPySide6.Qt3DCore.Qt3DCore.QNode

Constructs a new QArmature with parent.

PySide6.Qt3DCore.Qt3DCore.QArmature.setSkeleton(skeleton)
Parameters

skeletonPySide6.Qt3DCore.Qt3DCore.QAbstractSkeleton

Holds the skeleton used to calculate the skinning transform matrix palette.

PySide6.Qt3DCore.Qt3DCore.QArmature.skeleton()
Return type

PySide6.Qt3DCore.Qt3DCore.QAbstractSkeleton

Holds the skeleton used to calculate the skinning transform matrix palette.

PySide6.Qt3DCore.Qt3DCore.QArmature.skeletonChanged(skeleton)
Parameters

skeletonPySide6.Qt3DCore.Qt3DCore.QAbstractSkeleton