# GetBindposes

> Gets the bind poses of the Mesh.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.0/script-reference/unityengine.md)
* **Assembly:** UnityEngine.CoreModule

## GetBindposes()

Gets the bind poses of the Mesh.

```csharp
public NativeArray<Matrix4x4> GetBindposes()
```

### Returns

| Type                                                                                         | Description                                    |
| -------------------------------------------------------------------------------------------- | ---------------------------------------------- |
| [NativeArray\<Matrix4x4>](/engine/6000.0/script-reference/unity/collections/nativearray1.md) | The array of bind poses belonging to the Mesh. |

### Remarks

The bind pose at each index corresponds to the bone with the same index. Additional Resources: [SkinnedMeshRenderer.bones](/engine/6000.0/script-reference/unityengine/skinnedmeshrenderer/bones.md).

## GetBindposes(List\<Matrix4x4>)

Gets the bind poses of the Mesh.

```csharp
public void GetBindposes(List<Matrix4x4> bindposes)
```

### Parameters

**** (\[List\<Matrix4x4>]\(https\://learn.microsoft.com/dotnet/api/system.collections.generic.list-1)): A list of bind poses to populate.

### Remarks

The bind pose at each index corresponds to the bone with the same index. Additional Resources: [SkinnedMeshRenderer.bones](/engine/6000.0/script-reference/unityengine/skinnedmeshrenderer/bones.md).

Use this method instead of [Mesh.bindposes](/engine/6000.0/script-reference/unityengine/mesh/bindposes.md) if you control the life cycle of the list passed in and you want to avoid allocating a new array with every access.
