Qt Quick 3D - Simple Skinning Example

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 import QtQuick
 import QtQuick3D
 import Example
 import QtQuick.Timeline

 Node {
     PrincipledMaterial {
         id: material
         lighting: PrincipledMaterial.NoLighting
         baseColor: "orange"
     }

     Model {
         geometry: SkinGeometry {
             id: geometry

             positions: [
                 Qt.vector3d(0.0, 0.0, 0.0), // vertex 0
                 Qt.vector3d(1.0, 0.0, 0.0), // vertex 1
                 Qt.vector3d(0.0, 0.5, 0.0), // vertex 2
                 Qt.vector3d(1.0, 0.5, 0.0), // vertex 3
                 Qt.vector3d(0.0, 1.0, 0.0), // vertex 4
                 Qt.vector3d(1.0, 1.0, 0.0), // vertex 5
                 Qt.vector3d(0.0, 1.5, 0.0), // vertex 6
                 Qt.vector3d(1.0, 1.5, 0.0), // vertex 7
                 Qt.vector3d(0.0, 2.0, 0.0), // vertex 8
                 Qt.vector3d(1.0, 2.0, 0.0)  // vertex 9
             ]
             joints: [
                 0, 1, 0, 0, // vertex 0
                 0, 1, 0, 0, // vertex 1
                 0, 1, 0, 0, // vertex 2
                 0, 1, 0, 0, // vertex 3
                 0, 1, 0, 0, // vertex 4
                 0, 1, 0, 0, // vertex 5
                 0, 1, 0, 0, // vertex 6
                 0, 1, 0, 0, // vertex 7
                 0, 1, 0, 0, // vertex 8
                 0, 1, 0, 0  // vertex 9
             ]
             weights: [
                 1.00, 0.00, 0.0, 0.0, // vertex 0
                 1.00, 0.00, 0.0, 0.0, // vertex 1
                 0.75, 0.25, 0.0, 0.0, // vertex 2
                 0.75, 0.25, 0.0, 0.0, // vertex 3
                 0.50, 0.50, 0.0, 0.0, // vertex 4
                 0.50, 0.50, 0.0, 0.0, // vertex 5
                 0.25, 0.75, 0.0, 0.0, // vertex 6
                 0.25, 0.75, 0.0, 0.0, // vertex 7
                 0.00, 1.00, 0.0, 0.0, // vertex 8
                 0.00, 1.00, 0.0, 0.0  // vertex 9
             ]
             indexes: [
                 0, 1, 3, // triangle 0
                 0, 3, 2, // triangle 1
                 2, 3, 5, // triangle 2
                 2, 5, 4, // triangle 3
                 4, 5, 7, // triangle 4
                 4, 7, 6, // triangle 5
                 6, 7, 9, // triangle 6
                 6, 9, 8  // triangle 7
             ]
         }
         materials: [
             material
         ]

         skeleton: Skeleton {
             id: qmlskeleton
             Joint {
                 id: joint0
                 index: 0
                 skeletonRoot: qmlskeleton
                 Joint {
                     id: joint1
                     index: 1
                     skeletonRoot: qmlskeleton
                     eulerRotation.z: 45
                 }
             }
         }
         inverseBindPoses: [
             Qt.matrix4x4(1, 0, 0, -0.5,
                          0, 1, 0, -1,
                          0, 0, 1, 0,
                          0, 0, 0, 1),
             Qt.matrix4x4(1, 0, 0, -0.5,
                          0, 1, 0, -1,
                          0, 0, 1, 0,
                          0, 0, 0, 1)
         ]
     }

     Timeline {
         id: timeline0
         startFrame: 0
         endFrame: 1000
         currentFrame: 0
         enabled: true
         animations: [
             TimelineAnimation {
                 duration: 5000
                 from: 0
                 to: 1000
                 running: true
             }
         ]

         KeyframeGroup {
             target: joint1
             property: "eulerRotation.z"

             Keyframe {
                 frame: 0
                 value: 0
             }
             Keyframe {
                 frame: 250
                 value: 90
             }
             Keyframe {
                 frame: 750
                 value: -90
             }
             Keyframe {
                 frame: 1000
                 value: 0
             }
         }
     }
 }