Skeletal Animation in a glTF file#

In this tutorial, we will show how to use skeletal animations (skinning) in a glTF model in FURY.

from fury import window
from fury.gltf import glTF
from import fetch_gltf, read_viz_gltf

Retrieving the model with skeletal animations. We’re choosing the RiggedFigure model here.

fetch_gltf('RiggedFigure', 'glTF')
filename = read_viz_gltf('RiggedFigure')

Initializing the glTF object, You can additionaly set apply_normals=True. Note: Normals might not work well as intended with skinning animations.

gltf_obj = glTF(filename, apply_normals=False)

Get the skinning timeline using skin_timeline method, Choose the animation name you want to visualize. Note: If there’s no name for animation, It’s stored as anim_0, anim_1 etc

animation = gltf_obj.skin_animation()['anim_0']

# After we get the timeline object, We want to initialise the skinning process.
# You can set `bones=true` to visualize each bone transformation. Additionaly,
# you can set `lenght` of bones in the `initialise_skin` method.
# Note: Make sure to call this method before you initialize ShowManager, else
# bones won't be added to the scene.

gltf_obj.initialize_skin(animation, bones=False)

Create a scene, and show manager. Initialize the show manager and add timeline to the scene (No need to add actors to the scene seperately).

scene = window.Scene()
showm = window.ShowManager(scene, size=(900, 768), reset_camera=True,

define a timer_callback. Use the update_skin method, It updates the timeline and applies skinning to actors (and bones).

def timer_callback(_obj, _event):

Optional: auto plays the animations.

showm.add_timer_callback(True, 20, timer_callback)

interactive = False

if interactive:

window.record(scene, out_path='viz_skinning.png',
              size=(900, 768))
viz skinning

Total running time of the script: ( 0 minutes 0.154 seconds)

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