Revision Difference
IMesh:DrawSkinned#567564
<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>
<arg type="boolean" name="multiply" default="false">If set, multiplies given matrices with currently active matrix (<page>cam.GetModelMatrix</page>).</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 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
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 ),
}
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}
}
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 )
}
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.BoneData( 1, i, 0 )⤶
mesh.Normal( n )
mesh.Color( 255, 255, 255, 255 )
⤶
mesh.AdvanceVertex()
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 ) )
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>
Garry's Mod
Rust
Steamworks
Wiki Help