Note
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Detached Bind Mode
This example demonstrates how to sharing a skeleton across multiple skinned meshes with detached bind mode.
Note
To run this example, you need a model from the source repo’s example folder. If you are running this example from a local copy of the code (dev install) no further actions are needed. Otherwise, you may have to replace the path below to point to the location of the model.
Once the path is set correctly, you can use the model as follows:
import numpy as np
import pygfx as gfx
from rendercanvas.auto import RenderCanvas, loop
gltf_path = model_dir / "Michelle.glb"
canvas = RenderCanvas(
size=(640, 480), update_mode="fastest", title="Skinnedmesh", vsync=False
)
renderer = gfx.WgpuRenderer(canvas)
camera = gfx.PerspectiveCamera(75, 640 / 480, depth_range=(0.1, 1000))
camera.local.position = (0, 100, 200)
camera.look_at((0, 100, 0))
scene = gfx.Scene()
scene.add(gfx.AmbientLight(), gfx.DirectionalLight())
gltf = gfx.load_gltf(gltf_path, quiet=True)
# gfx.print_scene_graph(gltf.scene) # Uncomment to see the tree structure
# Group[Scene]
# - WorldObject[Character]
# - - SkinnedMesh[Ch03]
# - - Bone[mixamorig:Hips]
# - - - ...
model_obj = gltf.scene.children[0]
model_obj.local.scale = (1, 1, 1)
scene.add(model_obj)
skinnedmesh = model_obj.children[0]
skeleton = skinnedmesh.skeleton
skinnedmesh1 = gfx.SkinnedMesh(skinnedmesh.geometry, skinnedmesh.material)
skinnedmesh1.local.x = -80
skinnedmesh1.bind_mode = gfx.BindMode.detached
skinnedmesh1.bind(skeleton, np.eye(4))
scene.add(skinnedmesh1)
skinnedmesh2 = gfx.SkinnedMesh(skinnedmesh.geometry, skinnedmesh.material)
skinnedmesh2.local.x = 80
skinnedmesh2.bind_mode = gfx.BindMode.detached
skinnedmesh2.bind(skeleton, np.eye(4))
scene.add(skinnedmesh2)
skeleton_helper = gfx.SkeletonHelper(model_obj)
scene.add(skeleton_helper)
gfx.OrbitController(camera, register_events=renderer)
stats = gfx.Stats(viewport=renderer)
clock = gfx.Clock()
mixer = gfx.AnimationMixer()
action_clip = gltf.animations[0]
action = mixer.clip_action(action_clip)
action.play()
def animate():
dt = clock.get_delta()
mixer.update(dt)
with stats:
renderer.render(scene, camera, flush=False)
stats.render()
canvas.request_draw()
if __name__ == "__main__":
renderer.request_draw(animate)
loop.run()

Total running time of the script: (0 minutes 22.713 seconds)
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