Chapter 10: Mesh Skinning
Deforming a mesh to match an animated pose is called skinning. In order to implement skinning, you first need to declare a mesh class. Once you have declared a mesh class, it can be deformed using a shader (GPU skinning) or just with C++ code (CPU skinning). Both of these skinning methods are covered in this chapter. By the end of this chapter, you should be able to do the following:
- Understand how a skinned mesh is different from a non-skinned mesh
- Understand the entire skinning pipeline
- Implement a skeleton class
- Load the bind pose of a skeleton from a glTF file
- Implement a skinned mesh class
- Load skinned meshes from a gLTF file
- Implement CPU skinning
- Implement GPU skinning