# \#bones

**URL:** https://discourse.threejs.org/tag/bones/123.md

[Latest](https://discourse.threejs.org/latest.md) · [Categories](https://discourse.threejs.org/categories.md) · [Tags](https://discourse.threejs.org/tags.md)

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## [Updating Rapier Collider position based on Mixamo bone position](https://discourse.threejs.org/t/updating-rapier-collider-position-based-on-mixamo-bone-position/88838)

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**Author:** [@NyaliaLui](https://discourse.threejs.org/u/NyaliaLui)\
**Replies:** 1\
**Last updated:** [December 26, 2025, 6:37am UTC](https://discourse.threejs.org/t/updating-rapier-collider-position-based-on-mixamo-bone-position/88838 "2025-12-26T06:37:28Z")

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I’m a new indie game developer and learning how to attach hurt and hit boxes to models with Rapier colliders. I’m currently playing with the FBX Mixamo models, and my goal is to attach a CapsuleCollider to the model’s le…

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## [Microsoft Kinect controller for a threejs character: bones not moving correctly](https://discourse.threejs.org/t/microsoft-kinect-controller-for-a-threejs-character-bones-not-moving-correctly/73891)

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**Author:** [@mario\_vde](https://discourse.threejs.org/u/mario_vde)\
**Replies:** 0\
**Last updated:** [November 11, 2024, 8:26pm UTC](https://discourse.threejs.org/t/microsoft-kinect-controller-for-a-threejs-character-bones-not-moving-correctly/73891 "2024-11-11T20:26:58Z")

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Hi all, I am working on a project to control a character in threejs using a microsoft kinect. The data for the connect is coming in correctly, The mapping for the bones is working I guess. But when you look at the mov…

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## [Create IK on gltf hand model](https://discourse.threejs.org/t/create-ik-on-gltf-hand-model/65607)

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**Author:** [@dgpapagian](https://discourse.threejs.org/u/dgpapagian)\
**Replies:** 0\
**Last updated:** [May 16, 2024, 12:58am UTC](https://discourse.threejs.org/t/create-ik-on-gltf-hand-model/65607 "2024-05-16T00:58:38Z")

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I am trying to use inverse kinematics on a hand model. I have downloaded a pre-rigged model from github. I modify the model in Blender, adding target-bones and inverse kinematics constraints, and everything works perfe…

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## [Skeleton controlling multiple meshes](https://discourse.threejs.org/t/skeleton-controlling-multiple-meshes/29892)

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**Author:** [@garyo](https://discourse.threejs.org/u/garyo)\
**Replies:** 3\
**Last updated:** [May 5, 2024, 8:28pm UTC](https://discourse.threejs.org/t/skeleton-controlling-multiple-meshes/29892 "2024-05-05T20:28:56Z")

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I’m trying to model & animate a simple object like a shoulder, upper arm, elbow, forearm, wrist. The joints are just spheres, the arms are just cylinders (CylinderGeometry). I want them all parented in the usual way, sho…

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## [Method for extracting animations from master GLTF file and applying to numerous character meshes? Syncing separate hair/outfit/body meshes?](https://discourse.threejs.org/t/method-for-extracting-animations-from-master-gltf-file-and-applying-to-numerous-character-meshes-syncing-separate-hair-outfit-body-meshes/63898)

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**Author:** [@mjdev](https://discourse.threejs.org/u/mjdev)\
**Replies:** 1\
**Last updated:** [April 10, 2024, 10:08am UTC](https://discourse.threejs.org/t/method-for-extracting-animations-from-master-gltf-file-and-applying-to-numerous-character-meshes-syncing-separate-hair-outfit-body-meshes/63898 "2024-04-10T10:08:34Z")

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I would like to consider (ideally) the following workflow for animating game characters. I intend to make numerous different character mesh variations (ie. different mesh “skins”) but all with the same underlying skelet…

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## [Interactive machine from blender with its movements and current position](https://discourse.threejs.org/t/interactive-machine-from-blender-with-its-movements-and-current-position/59461)

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**Author:** [@hestud](https://discourse.threejs.org/u/hestud)\
**Replies:** 11\
**Last updated:** [December 22, 2023, 9:37pm UTC](https://discourse.threejs.org/t/interactive-machine-from-blender-with-its-movements-and-current-position/59461 "2023-12-22T21:37:21Z")

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I have animated a cad model with Blender and exported it in gltf format. To realize these movements I had to set bones with constraints. Now I have inserted the edited model into my react app (with three.js). Now, I wan…

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## [Add mesh to .glb bones](https://discourse.threejs.org/t/add-mesh-to-glb-bones/59438)

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**Author:** [@Michael\_Romeo](https://discourse.threejs.org/u/Michael_Romeo)\
**Replies:** 8\
**Last updated:** [December 21, 2023, 11:38pm UTC](https://discourse.threejs.org/t/add-mesh-to-glb-bones/59438 "2023-12-21T23:38:46Z")

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Hello, I’m trying to add a mesh to a bone. I used this example code below to try testing with no luck. Uncommenting skinnedMesh.skeleton.bones\['mixamorigRightArm'\].add(box) throws an error '\<a class='gotoLine' href='#\[…

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## [Auto-rigging? Still something only Mixamo can do?](https://discourse.threejs.org/t/auto-rigging-still-something-only-mixamo-can-do/43709)

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**Author:** [@cabada](https://discourse.threejs.org/u/cabada)\
**Replies:** 10\
**Last updated:** [December 15, 2023, 12:38pm UTC](https://discourse.threejs.org/t/auto-rigging-still-something-only-mixamo-can-do/43709 "2023-12-15T12:38:21Z")

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Hey everyone, Most of us know about Mixamo and how they do auto-rigging for any avatar-based model. (Go to www.mixamo.com if you don’t know it) But is this something they can only do? Has anyone found an OpenSource so…

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## [Jiggle Bone Physics Spring Damper](https://discourse.threejs.org/t/jiggle-bone-physics-spring-damper/57783)

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**Author:** [@xenonpn](https://discourse.threejs.org/u/xenonpn)\
**Replies:** 1\
**Last updated:** [November 5, 2023, 3:57pm UTC](https://discourse.threejs.org/t/jiggle-bone-physics-spring-damper/57783 "2023-11-05T15:57:07Z")

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It applies spring damper physics to bone animation of gltf object, however it does so for all bones of gltf, I tried modifying ZboingZboingPhysics.js to make it apply physics only to specified bones while other bones s…

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## [Armature/Bones of model returning as undefined](https://discourse.threejs.org/t/armature-bones-of-model-returning-as-undefined/56213)

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**Author:** [@naughtyduk](https://discourse.threejs.org/u/naughtyduk)\
**Replies:** 1\
**Last updated:** [October 1, 2023, 3:42pm UTC](https://discourse.threejs.org/t/armature-bones-of-model-returning-as-undefined/56213 "2023-10-01T15:42:30Z")

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I have a model that I’m loading as .glb. I’ve set up the camera, scene etc and the model displays correctly with no errors. I’m trying to animate the bones in the model but when I try to access them I get an undefined e…

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## [SkeletonUtils.retarget() doesn't work with mixamoRig skeleton (inverted feet, backward hands)](https://discourse.threejs.org/t/skeletonutils-retarget-doesnt-work-with-mixamorig-skeleton-inverted-feet-backward-hands/54892)

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**Author:** [@etm](https://discourse.threejs.org/u/etm)\
**Replies:** 1\
**Last updated:** [August 14, 2023, 1:03am UTC](https://discourse.threejs.org/t/skeletonutils-retarget-doesnt-work-with-mixamorig-skeleton-inverted-feet-backward-hands/54892 "2023-08-14T01:03:26Z")

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I have a system where I can apply different animation into a mixamo-based model. It works fine for most humanoid model, but now I have a case where the model has significantly different body proportion. The structures a…

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## [Apply cloth with no Skeleton (or Bones) to an Avatar with Mixamo Skeleton](https://discourse.threejs.org/t/apply-cloth-with-no-skeleton-or-bones-to-an-avatar-with-mixamo-skeleton/52586)

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**Author:** [@CHOIX](https://discourse.threejs.org/u/CHOIX)\
**Replies:** 2\
**Last updated:** [June 22, 2023, 5:02pm UTC](https://discourse.threejs.org/t/apply-cloth-with-no-skeleton-or-bones-to-an-avatar-with-mixamo-skeleton/52586 "2023-06-22T17:02:04Z")

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I know it’s an “easy” play when your cloth has already the same skeleton and bones as your rigged avatar! But what to do when your cloths does not have any skinnedmesh, skeleton nor bones - and you want to apply the same…

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## [Three.JS - Share skeleton between SkinnedMeshes using same bones structure](https://discourse.threejs.org/t/three-js-share-skeleton-between-skinnedmeshes-using-same-bones-structure/18536)

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**Author:** [@cabada](https://discourse.threejs.org/u/cabada)\
**Replies:** 5\
**Last updated:** [May 3, 2023, 5:16am UTC](https://discourse.threejs.org/t/three-js-share-skeleton-between-skinnedmeshes-using-same-bones-structure/18536 "2023-05-03T05:16:25Z")

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I have been struggling to find a way to add/remove clothing pieces to an existing skeleton (Clothing meshes and body meshes should share skeleton) but I always end up getting funny/weird results. All the clothing pieces…

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## [Setting rotations on equipable items: Cannot match rotation to parent bone](https://discourse.threejs.org/t/setting-rotations-on-equipable-items-cannot-match-rotation-to-parent-bone/48083)

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**Author:** [@fujicsso](https://discourse.threejs.org/u/fujicsso)\
**Replies:** 0\
**Last updated:** [February 15, 2023, 6:16pm UTC](https://discourse.threejs.org/t/setting-rotations-on-equipable-items-cannot-match-rotation-to-parent-bone/48083 "2023-02-15T18:16:12Z")

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In a nutshell, I have a nested array of bones that handle my main character. I am trying to attach equip-able items which have only one bone. My problem is that, while I can attach said item to the bone I want, if I tr…

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## [Visualizing joint detection data with bones and skinned mesh](https://discourse.threejs.org/t/visualizing-joint-detection-data-with-bones-and-skinned-mesh/47913)

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**Author:** [@YSLdev](https://discourse.threejs.org/u/YSLdev)\
**Replies:** 0\
**Last updated:** [February 11, 2023, 5:29pm UTC](https://discourse.threejs.org/t/visualizing-joint-detection-data-with-bones-and-skinned-mesh/47913 "2023-02-11T17:29:00Z")

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I have a 3D model of a human consisting of a skeleton and skinned meshes. My AI model detects the joints and extracts their coordinates, which I aim to use for animating the model. Initially, I considered interpreting th…

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## [How to attach a camera to character's head?](https://discourse.threejs.org/t/how-to-attach-a-camera-to-characters-head/45533)

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**Author:** [@twisted](https://discourse.threejs.org/u/twisted)\
**Replies:** 1\
**Last updated:** [December 7, 2022, 2:25pm UTC](https://discourse.threejs.org/t/how-to-attach-a-camera-to-characters-head/45533 "2022-12-07T14:25:32Z")

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I have an animated human character, created in Blender, exported in gltf and then used in three.js I want a three.js camera to see the scene from the point of view of the character. I can do this in an approximate way: …

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## [Add animation to GLB model](https://discourse.threejs.org/t/add-animation-to-glb-model/44275)

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**Author:** [@shikitos](https://discourse.threejs.org/u/shikitos)\
**Replies:** 1\
**Last updated:** [November 4, 2022, 12:57pm UTC](https://discourse.threejs.org/t/add-animation-to-glb-model/44275 "2022-11-04T12:57:24Z")

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Hello, I have a problem. I have the following problem: there is a model without animation and there is an animation in .fbx format, downloaded from mixamo (without skin). I want to add animation from mixamo and run it on…

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## [How do I return a skeleton pose back to custom pose after setting it to the default .pose?](https://discourse.threejs.org/t/how-do-i-return-a-skeleton-pose-back-to-custom-pose-after-setting-it-to-the-default-pose/42414)

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**Author:** [@prominent](https://discourse.threejs.org/u/prominent)\
**Replies:** 1\
**Last updated:** [September 10, 2022, 1:07am UTC](https://discourse.threejs.org/t/how-do-i-return-a-skeleton-pose-back-to-custom-pose-after-setting-it-to-the-default-pose/42414 "2022-09-10T01:07:32Z")

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I set a skeleton’s pose to its default pose via the .pose() method. How do I return it afterwards to the pose it had before? I tried saving the .matrix of each bone before doing the .pose(), and setting it to the saved…

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## [Modify bones in a GLTF skinned mesh after it's loaded](https://discourse.threejs.org/t/modify-bones-in-a-gltf-skinned-mesh-after-its-loaded/33920)

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**Author:** [@callum](https://discourse.threejs.org/u/callum)\
**Replies:** 1\
**Last updated:** [September 8, 2022, 8:00pm UTC](https://discourse.threejs.org/t/modify-bones-in-a-gltf-skinned-mesh-after-its-loaded/33920 "2022-09-08T20:00:33Z")

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I load a GLTF file containing a skinned mesh that is rigged to a simple skeleton. Is there a way to iterate over the bones and modify them - E.G. scale each slightly? If I iterate over the loaded model and change the s…

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## [Rotating a specific joint after reaching a target](https://discourse.threejs.org/t/rotating-a-specific-joint-after-reaching-a-target/41777)

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**Author:** [@safez](https://discourse.threejs.org/u/safez)\
**Replies:** 1\
**Last updated:** [August 24, 2022, 9:57am UTC](https://discourse.threejs.org/t/rotating-a-specific-joint-after-reaching-a-target/41777 "2022-08-24T09:57:15Z")

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Hi folks, i’m working on a robot simulation, and i want rotating a specefic joint after the arm reach the target and i’m getting stuck with it. please can any one help me.

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## [Setting world transforms for bones](https://discourse.threejs.org/t/setting-world-transforms-for-bones/37952)

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**Author:** [@r0bert0](https://discourse.threejs.org/u/r0bert0)\
**Replies:** 6\
**Last updated:** [May 12, 2022, 12:49pm UTC](https://discourse.threejs.org/t/setting-world-transforms-for-bones/37952 "2022-05-12T12:49:20Z")

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Hello everyone, I have a skinned mesh (nested hierarchy of bones) and want to transform the bones directly. For the bones, I also have a json file of position, rotation and scale as Vector3 that represent absolute tran…

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## [Pino - a procedurally generated and moved skeleton figure](https://discourse.threejs.org/t/pino-a-procedurally-generated-and-moved-skeleton-figure/36184)

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**Author:** [@hofk](https://discourse.threejs.org/u/hofk)\
**Replies:** 4\
**Last updated:** [March 22, 2022, 7:09pm UTC](https://discourse.threejs.org/t/pino-a-procedurally-generated-and-moved-skeleton-figure/36184 "2022-03-22T19:09:28Z")

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Starting with tree.js I tried bones and skeleton. The result was the simple figure Bumblebee Mara . It uses the old geometry and I recently renewed it with BufferGeometry BumblebeeMara . I now wanted to fathom whet…

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## [How to set the world positions of bones from other meshes' world positions?](https://discourse.threejs.org/t/how-to-set-the-world-positions-of-bones-from-other-meshes-world-positions/35665)

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**Author:** [@eugenex](https://discourse.threejs.org/u/eugenex)\
**Replies:** 1\
**Last updated:** [March 8, 2022, 11:24am UTC](https://discourse.threejs.org/t/how-to-set-the-world-positions-of-bones-from-other-meshes-world-positions/35665 "2022-03-08T11:24:52Z")

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I have a SkinnedMesh and I want to set the positions of its bones from other meshes’ world positions (children of scene). The grey cubes on the screenshot are placed at the bones’ world positions (by calling bone.getWorl…

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## [boneTransform Bug](https://discourse.threejs.org/t/bonetransform-bug/34010)

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**Author:** [@Fei\_Sun](https://discourse.threejs.org/u/Fei_Sun)\
**Replies:** 1\
**Last updated:** [January 24, 2022, 6:08am UTC](https://discourse.threejs.org/t/bonetransform-bug/34010 "2022-01-24T06:08:43Z")

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Update to version 0.133.0 from 0.132.2 makes boneTransform function bugged, the same codes got different result.

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## [SkinnedMesh transform issue applying transforms to bones](https://discourse.threejs.org/t/skinnedmesh-transform-issue-applying-transforms-to-bones/33929)

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**Author:** [@Cloakd](https://discourse.threejs.org/u/Cloakd)\
**Replies:** 0\
**Last updated:** [January 21, 2022, 7:33am UTC](https://discourse.threejs.org/t/skinnedmesh-transform-issue-applying-transforms-to-bones/33929 "2022-01-21T07:33:11Z")

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ive been going round in circles for the past 2 days on this so hoping someone with a stronger maths background can lend some insight into how to correctly update each bones rotation/position within a ThreeJS skeleton (im…

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## [Parsing a 3rd party skeleton/bone definition](https://discourse.threejs.org/t/parsing-a-3rd-party-skeleton-bone-definition/33573)

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**Author:** [@callum](https://discourse.threejs.org/u/callum)\
**Replies:** 0\
**Last updated:** [January 12, 2022, 11:20pm UTC](https://discourse.threejs.org/t/parsing-a-3rd-party-skeleton-bone-definition/33573 "2022-01-12T23:20:54Z")

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I am learning about bones and skeletons by trying to parse a third party skeleton file I have converted to JSON. Each of the bones are defined by a start and end position. Some are connected to other bones and some are…

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## [Create Skeletal Animation using Bones](https://discourse.threejs.org/t/create-skeletal-animation-using-bones/13789)

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**Author:** [@soham0243](https://discourse.threejs.org/u/soham0243)\
**Replies:** 6\
**Last updated:** [November 24, 2021, 5:21am UTC](https://discourse.threejs.org/t/create-skeletal-animation-using-bones/13789 "2021-11-24T05:21:50Z")

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Hello, I have a model with skeleton but no animation. Instead of creating animation in blender I want to create it directly on three.js ( by rotating bones ). For example, I want some bones to rotate like following fun…

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## [Incorrect deformation when copying bones](https://discourse.threejs.org/t/incorrect-deformation-when-copying-bones/31998)

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**Author:** [@bornfree](https://discourse.threejs.org/u/bornfree)\
**Replies:** 1\
**Last updated:** [November 23, 2021, 9:12am UTC](https://discourse.threejs.org/t/incorrect-deformation-when-copying-bones/31998 "2021-11-23T09:12:55Z")

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I have a SkinnedMesh that is in A-pose and I’m trying to change it to a custom-pose using an armature exported from Blender. I am able to get to the correct pose but am seeing strange deformation around wrists. Any i…

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## [GLTF Model exploding after bone transformations?](https://discourse.threejs.org/t/gltf-model-exploding-after-bone-transformations/31184)

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**Author:** [@user1234](https://discourse.threejs.org/u/user1234)\
**Replies:** 0\
**Last updated:** [October 27, 2021, 12:48am UTC](https://discourse.threejs.org/t/gltf-model-exploding-after-bone-transformations/31184 "2021-10-27T00:48:36Z")

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I am dynamically updating the bones on gltf model I have loaded in my scene. This is the function I’m using to rotate the bones and update them: THREE.Bone.prototype.lookAtWorld = function(position) { …

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## [Need help figuring out bone rotations - please help!](https://discourse.threejs.org/t/need-help-figuring-out-bone-rotations-please-help/29059)

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**Author:** [@user1234](https://discourse.threejs.org/u/user1234)\
**Replies:** 15\
**Last updated:** [August 19, 2021, 7:44pm UTC](https://discourse.threejs.org/t/need-help-figuring-out-bone-rotations-please-help/29059 "2021-08-19T19:44:07Z")

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I have a rigged model setup my scene of a hand: I also have position data of a new hand pose that I would like this model to take the form of: (^plotting of the position data \[visually mirrored as well\], I include…

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