[page:Object3D] →
		[name]
		A mesh that has a [page:Skeleton] with [page:Bone bones] that can then be used to animate the vertices of the geometry.
		Example
		
		
		
		
		var geometry = new THREE.CylinderGeometry( 5, 5, 5, 5, 15, 5, 30 );
		
		//Create the skin indices and skin weights
		for ( var i = 0; i < geometry.vertices.length; i ++ ) {
			
			// Imaginary functions to calculate the indices and weights
			var skinIndex = calculateSkinIndex( geometry.vertices, i );
			var skinWeight = calculateSkinWeight( geometry.vertices, i );
			
			// Ease between each bone
			geometry.skinIndices.push( new THREE.Vector4( skinIndex, skinIndex + 1, 0, 0 ) );
			geometry.skinWeights.push( new THREE.Vector4( 1 - skinWeight, skinWeight, 0, 0 ) );		
			
		}
		
		var mesh = THREE.SkinnedMesh( geometry, material );
		// See example from THREE.Skeleton for the armSkeleton
		var rootBone = armSkeleton.bones[ 0 ];
		mesh.add( rootBone );
		
		// Bind the skeleton to the mesh
		mesh.bind( armSkeleton );
		
		// Move the bones and manipulate the model
		armSkeleton.bones[ 0 ].rotation.x = -0.1;
		armSkeleton.bones[ 1 ].rotation.x = 0.2;
		
		
		Constructor
		[name]([page:Geometry geometry], [page:Material material], [page:boolean useVertexTexture])
		
        geometry — An instance of [page:Geometry]. [page:Geometry.skinIndices] and [page:Geometry.skinWeights] should be set.
        material — An instance of [page:Material] (optional).
		useVertexTexture -- Defines whether a vertex texture can be used (optional).
		
		Properties
		[property:array bones]
		
		This contains the array of bones for this mesh. These should be set in the constructor.
		
		[property:Matrix4 identityMatrix]
		
		This is an identityMatrix to calculate the bones matrices from.
		
		[property:boolean useVertexTexture]
		
		The boolean defines whether a vertex texture is used to calculate the bones. This boolean shouldn't be changed after constructor.
		
		[property:array boneMatrices]
		
		This array of matrices contains the matrices of the bones. These get calculated in the constructor.
		
		[property:string bindMode]
		
		Either "attached" or "detached". "attached" uses the [page:SkinnedMesh.matrixWorld] property for the base transform
		matrix of the bones. "detached" uses the [page:SkinnedMesh.bindMatrix].
		
		
		[property:Matrix4 bindMatrix]
		
		The base matrix that is used for the bound bone transforms.
		
		[property:Matrix4 inverseBindMatrix]
		
		The inverse of the bindMatrix.
		
		Methods
		[method:null bind]([page:Skeleton skeleton], [page:Matrix4 bindMatrix])
		
		skeleton — [page:Skeleton]
		bindMatrix — [page:Matrix4] that represents the base transform of the skeleton
		
		
		Bind a skeleton to the skinned mesh. The bindMatrix gets saved to .bindMatrix property and the .bindMatrixInverse
		gets calculated.
		
		
		[method:null normalizeSkinWeights]()
		
		Normalizes the [page:Geometry.skinWeights] vectors. Does not affect [page:BufferGeometry].
		
		[method:null pose]()
		
		This method sets the skinned mesh in the rest pose.
		
		[method:Bone addBone]([page:Bone bone])
		
		bone — This is the bone that needs to be added. (optional)
		
		
		This method adds the bone to the skinned mesh when it is provided. It creates a new bone and adds that when no bone is given.
		
		[method:Object3D clone]([page:Object3D object])
		
		object -- (optional) Object3D which needs to be cloned. If undefined, clone method will create a new cloned SkinnedMesh Object.
		
		
		Clone a SkinnedMesh Object.
		
		
		Source
		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]