# Class: skinid

Skin within a model. Skins allow weighted vertex transforms based on the model's bones. Changing skin data after model.newfinish is not recommended.

## Hierarchy

    o-+ ressubid
      o-+ skinid

## Methods:

### Method overview:

- boneid
- hwsupport
- new
- skinvertexBonelookup
- skinvertexInfluence
- skinvertexWeights

new (skinid,int vertexcount,int bonecount)
  returns: ()
  sets skindata, only works on empty skins in usermodels. vertexcount must match the mesh's count the skin is for. bonecount should be the minimum number of bones you need.
boneid (skinid,int bindex,[boneid])
  returns: ([boneid])
  returns or sets boneid of internal bonelist.
hwsupport (skinid,[boolean])
  returns: ([boolean])
  returns if skinning can be done in hardware. Only valid after model.initskin was called.
skinvertexBonelookup (skinid,int vindex,int weight,[int lookup])
  returns: ([int])
  returns or sets index to internal bonelist.
skinvertexInfluence (skinid,int vindex,int weight,[float influence])
  returns: ([float])
  returns or sets how much the influence of the bone is. You must sort weights by descending influences and make sure they sum to 1
skinvertexWeights (skinid,int vindex,[int numweights])
  returns: ([int])
  returns or sets how many weights are used for this vertex. Hardware support will use 2 weights, lowdetail 1 weight, else a maximum of 4 is allowed.

## Inherited Methods:

### From ressubid

hostinfo