/**
 * A skin contains data about the bones in a hierarchy that drive a skinned mesh animation.
 * Specifically, the skin stores the bone name and inverse bind matrix and for each bone. Inverse
 * bind matrices are instrumental in the mathematics of vertex skinning.
 *
 * @category Graphics
 */
export class Skin {
    /**
     * Create a new Skin instance.
     *
     * @param {import('../platform/graphics/graphics-device.js').GraphicsDevice} graphicsDevice -
     * The graphics device used to manage this skin.
     * @param {import('../core/math/mat4.js').Mat4[]} ibp - The array of inverse bind matrices.
     * @param {string[]} boneNames - The array of bone names for the bones referenced by this skin.
     */
    constructor(graphicsDevice: import("../platform/graphics/graphics-device.js").GraphicsDevice, ibp: import("../core/math/mat4.js").Mat4[], boneNames: string[]);
    device: import("../platform/graphics/graphics-device.js").GraphicsDevice;
    inverseBindPose: import("../core/math/mat4.js").Mat4[];
    boneNames: string[];
}
