# [name]

Use an array of [page:Bone bones] to create a skeleton that can be used by a [page:SkinnedMesh].

## Code Example

`// Create a simple "arm" const bones = []; const shoulder = new THREE.Bone(); const elbow = new THREE.Bone(); const hand = new THREE.Bone(); shoulder.add( elbow ); elbow.add( hand ); bones.push( shoulder ); bones.push( elbow ); bones.push( hand ); shoulder.position.y = -5; elbow.position.y = 0; hand.position.y = 5; const armSkeleton = new THREE.Skeleton( bones );`

See the [page:SkinnedMesh] page for an example of usage with standard [page:BufferGeometry].

## Constructor

### [name]( [param:Array bones], [param:Array boneInverses] )

[page:Array bones] - The array of [page:Bone bones]. Default is an empty array.
[page:Array boneInverses] - (optional) An array of [page:Matrix4 Matrix4s].
Creates a new [name].

## Properties

### [property:Array bones]

The array of [page:bone bones]. Note this is a copy of the original array, not a reference, so you can modify the original array without effecting this one.

### [property:Array boneInverses]

An array of [page:Matrix4 Matrix4s] that represent the inverse of the [page:Matrix4 matrixWorld] of the individual bones.

### [property:Float32Array boneMatrices]

The array buffer holding the bone data when using a vertex texture.

### [property:DataTexture boneTexture]

The [page:DataTexture] holding the bone data when using a vertex texture.

## Methods

### [method:Skeleton clone]()

Returns a clone of this Skeleton object.

### [method:undefined calculateInverses]()

Generates the [page:.boneInverses boneInverses] array if not provided in the constructor.

### [method:this computeBoneTexture]()

Computes an instance of [page:DataTexture] in order to pass the bone data more efficiently to the shader. The texture is assigned to [page:.boneTexture boneTexture].

### [method:undefined pose]()

Returns the skeleton to the base pose.

### [method:undefined update]()

Updates the [page:Float32Array boneMatrices] and [page:DataTexture boneTexture] after changing the bones. This is called automatically by the [page:WebGLRenderer] if the skeleton is used with a [page:SkinnedMesh].

### [method:Bone getBoneByName]( [param:String name] )

name -- String to match to the Bone's .name property.
Searches through the skeleton's bone array and returns the first with a matching name.

### [method:undefined dispose]()

Frees the GPU-related resources allocated by this instance. Call this method whenever this instance is no longer used in your app.

## Source

[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]