How do you make a snapshot of a Mesh that takes Skeleton transforms into account?

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:bust_in_silhouette: Asked By Archivist

I have the following setup:

  • A Character Mesh with a Skeleton
  • An Animation Player as well as an Animation Tree
  • A GPUParticles3D Node

I want to emit the Character Mesh in the GPUParticles3D Node as some kind of afterimage effect. The emission itself works, but the emitted mesh is always A-Posing as there is no reference to the Skeleton, much less the animation that is currently being played in the Animation Tree.

How would I (preferably) make a “snapshot” of the Character Mesh with its current deformations from the Animation that is being played or otherwise link the emitted Mesh from the Particles Node to the Skeleton / Animation?