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IMesh:DrawSkinned#567559

<function name="DrawSkinned" parent="IMesh" type="classfunc"> <description>Renders the mesh with the active matrix and given bone matrices.</description> <realm>Client</realm> <added>2026.02.25</added> <args> <arg type="table<VMatrix>" name="bones">A list of matrices to use as bones. Up to 52 of them.</arg> </args> </function> <example> <description> Example usage. Draws a dancing cube using skeletal animation at maps 0, 0, 0 position. (gm_construct's spawn) </description> <code> local mat = Material("models/debug/debugwhite") local mat = Material( "models/debug/debugwhite" ) local ZMin, ZMax = -10, 10 local pos = Vector(0, 0, 0) local function SetPosZ(i) pos[3] = math.Remap(math.sin((CurTime() * 7) + (i / 2)), -1, 1, ZMin, ZMax) return pos local pos = Vector( 0, 0, 0 ) local function SetPosZ( i ) pos[3] = math.Remap( math.sin( ( CurTime() * 7 ) + ( i / 2 ) ), -1, 1, ZMin, ZMax ) return pos end local s = 50 local v = { Vector(-s, -s, -s), Vector( s, -s, -s), Vector( s, s, -s), Vector(-s, s, -s), Vector(-s, -s, s), Vector( s, -s, s), Vector( s, s, s), Vector(-s, s, s), Vector( -s, -s, -s ), Vector( s, -s, -s ), Vector( s, s, -s ), Vector( -s, s, -s ), Vector( -s, -s, s ), Vector( s, -s, s ), Vector( s, s, s ), Vector( -s, s, s ), } local tris = { {1,2,3}, {1,3,4}, {5,8,7}, {5,7,6}, {1,5,6}, {1,6,2}, {2,6,7}, {2,7,3}, {3,7,8}, {3,8,4}, {4,8,5}, {4,5,1} {1, 2, 3}, {1, 3, 4}, {5, 8, 7}, {5, 7, 6}, {1, 5, 6}, {1, 6, 2}, {2, 6, 7}, {2, 7, 3}, {3, 7, 8}, {3, 8, 4}, {4, 8, 5}, {4, 5, 1} } local normals = { Vector( 0, 0,-1), Vector( 0, 0,-1), Vector( 0, 0, 1), Vector( 0, 0, 1), Vector( 0,-1, 0), Vector( 0,-1, 0), Vector( 1, 0, 0), Vector( 1, 0, 0), Vector( 0, 1, 0), Vector( 0, 1, 0), Vector(-1, 0, 0), Vector(-1, 0, 0) Vector( 0, 0,-1 ), Vector( 0, 0,-1 ), Vector( 0, 0, 1 ), Vector( 0, 0, 1 ), Vector( 0,-1, 0 ), Vector( 0,-1, 0 ), Vector( 1, 0, 0 ), Vector( 1, 0, 0 ), Vector( 0, 1, 0 ), Vector( 0, 1, 0 ), Vector( -1, 0, 0 ), Vector( -1, 0, 0 ) } local imesh = Mesh( mat, 2 ) mesh.Begin( imesh, MATERIAL_TRIANGLES, 12 ) for ti, t in ipairs(tris) do local n = normals[ti] for _, i in ipairs(t) do mesh.Position( v[i] ) mesh.BoneData( 0, i, 1) mesh.Normal( n ) mesh.Color( 255, 255, 255, 255 ) mesh.AdvanceVertex() end end for ti, t in ipairs( tris ) do local n = normals[ti] for _, i in ipairs( t ) do mesh.Position( v[i] ) mesh.BoneData( 0, i, 1 ) mesh.Normal( n ) mesh.Color( 255, 255, 255, 255 ) mesh.AdvanceVertex() end end mesh.End() local boneCount = 8 local boneTable = {} for i = 1, boneCount do boneTable[i] = Matrix() end hook.Add("PostDrawOpaqueRenderables", "Cube", function() -- Update bone matrices for i = 1, boneCount do boneTable[i]:Identity() boneTable[i]:Translate(SetPosZ(i)) boneTable[i]:Translate( SetPosZ( i ) ) end -- Setup model lighting render.ResetModelLighting( 0.5, 0.5, 0.5 ) render.SetModelLighting( BOX_FRONT, 1, 1, 1 ) render.SetModelLighting( BOX_LEFT, 1, 0, 0 ) render.SetModelLighting( BOX_RIGHT, 0, 1, 0 ) render.SetModelLighting( BOX_TOP, 0, 0, 1 ) -- Set the render material render.SetMaterial( mat ) -- Draw the mesh with the bone table imesh:DrawSkinned( boneTable ) end) </code> </example>