# Sandbox.Animation.Skeleton

A compiled skeleton (.skel) - a bone hierarchy and its reference pose. This is the
skeleton animation clips and graphs are authored against, independent of any one model.

- Kind: class
- Namespace: `Sandbox.Animation`
- Assembly: `Sandbox.Engine`
- Inherits: [Sandbox.Resource](/api/Sandbox.Resource)
- Modifiers: sealed

## Properties

- [`BoneCount`](/api/Sandbox.Animation.Skeleton/BoneCount): How many bones this skeleton has.
- [`Bones`](/api/Sandbox.Animation.Skeleton/Bones): The bones of this skeleton, in their reference pose. Parents always come before their children, so this can be walked in order.
- [`IsError`](/api/Sandbox.Animation.Skeleton/IsError): Whether the skeleton is invalid, or has not yet loaded.
- [`IsProp`](/api/Sandbox.Animation.Skeleton/IsProp): Whether this skeleton belongs to a prop rather than a character.
- [`IsValid`](/api/Sandbox.Animation.Skeleton/IsValid)
- [`LowLodBoneCount`](/api/Sandbox.Animation.Skeleton/LowLodBoneCount): How many bones are sampled at the lowest level of detail. Bones are ordered so these come first, letting distant characters animate only the leading part of the hierarchy.
- [`MaskCount`](/api/Sandbox.Animation.Skeleton/MaskCount): How many bone masks this skeleton defines. Masks weight an animation's influence per bone.
- [`MaskNames`](/api/Sandbox.Animation.Skeleton/MaskNames): The names of this skeleton's bone masks. These are what an animation graph names to weight a pose per bone - a mask authored on a model won't resolve.
- [`Name`](/api/Sandbox.Animation.Skeleton/Name): Skeleton resource name.
- [`SecondarySkeletons`](/api/Sandbox.Animation.Skeleton/SecondarySkeletons): Skeletons attached to this one - a held weapon's skeleton, for example. These are resource names, they aren't loaded automatically.

## Methods

- [`Load`](/api/Sandbox.Animation.Skeleton/Load): Load a skeleton from the given file.
