title: Three.js - get current skeleton bones position during animation
body: <p>I have a Three.js project with an animation going on and I would like to find the skeleton bones position at different times.</p>
  <p>If I go for example to: <a href="https://modelviewer.dev/examples/animation/index.html" rel="nofollow noreferrer">https://modelviewer.dev/examples/animation/index.html</a>
  and find the Three.js scene:</p>
  <pre class="lang-js prettyprint-override"><code>  const modelViewer = document.querySelector(&quot;model-viewer&quot;);
    const scene = modelViewer[Object.getOwnPropertySymbols(modelViewer)[14]];
  </code></pre>
  <p>I can then access for example the position of the <code>LowerArmR</code> which is animated in this case:</p>
  <pre class="lang-js prettyprint-override"><code>scene.children[0].children[0].children[0].children[0].children[1].children[0].skeleton.bones.find(b =&gt; b.name == &quot;LowerArmR&quot;).position
  </code></pre>
  <p>If I do that, at different points of the animation, I always get the same position:</p>
  <pre><code>{x: 1.86264503820865e-10, y: 0.00575238140299916, z: -1.02445485428149e-9}
  </code></pre>
  <h3>How can I access the current skeletal positions during an animation?</h3>
  <p>If I perform this process on a humanoid avatar animating, and then try to plot the positions of the bones, I just get the T-pose, but not the actual positions in every given time:
  <a href="https://i.stack.imgur.com/MILfq.png" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/MILfq.png" alt="enter image description here" /></a></p>
  <p>From <a href="https://discourse.threejs.org/t/get-position-mesh-during-animation-imported-glb-model/7685" rel="nofollow noreferrer">here</a> I can see that:</p>
  <blockquote>
  <p>Skeletal Animations are handled on the GPU so this data is not exactly
  accessible in js code at runtime.</p>
  <p>Perhaps someone knows some workaround, but as far as I am aware there
  is none.</p>
  </blockquote>
  <p>And I am looking for that workaround or canonical way to do it.</p>