@modoki/engine / index / Bone
Variable: Bone
constBone:Trait<{name:string; }>
Bone — this entity IS a bone of a SkinnedModel's skeleton (Phase 7b). It's a node in the bone hierarchy: a child (directly or transitively) of the entity carrying the SkinnedModel, and its Transform is the bone's LOCAL transform (relative to its parent bone), mirroring Unity's expanded-FBX skeleton.
The render sync bridges it two-way against the cloned THREE.Bone the AnimationMixer drives, every frame, post-pose: mixer poses THREE.Bone → read-back into this entity's Transform → LateUpdate (game code / a bone-targeted Animator may edit it — overrides LAYER ON TOP of the clip pose) → write-back into the THREE.Bone → skinning. So you can drive a bone from code (after the animation applies), and any entity parented UNDER this one rides the bone via normal transform propagation.
Bound by walking up parentId to the nearest ancestor with a SkinnedModel; name selects the bone in that skeleton (see getBoneNames). The bridge is inactive while the editor is Stopped, so the authored bind pose serializes clean.
name— bone name as authored in the GLB skeleton.