Godot's skinning algorithm

Godot Version

Godot 4.2.1 stable

Question

I just want to know the skinning algorithm that godot uses, i know how skinning works or how weights affect vertices or how bone transforms relate to final position of vertices, i just want to know the skinning algorithm that, sort of, brings everything together, also im pretty sure godot doesn’t use linear blend skinning

1 Like

hi Kris,

try to read this:

and see if this can help you… it looks like same problem as you have

So…I was able to get the deformed positions of vertices after mesh has been deformed by the Godot Skinning algorithm, here’s the link to the GitHub project:- GitHub - KrishnaSonawane8008/Skinning-Algorithm-For-Godot-4: The goal of this project is to provides the location of vertices of the 3D mesh which have been transformed by the skinning algorithm implemented by the Godot 4 game engine

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