Summary
In this chapter, you learned the difference between a bind pose and a rest pose. You also created a Skeleton
class that contains them both. You learned about the general concept of skinning—both rigid (one bone per vertex) and smooth (multiple bones per vertex) skinning.
In this chapter, we implemented a primitive mesh class and we covered the process of skinning a mesh on both the CPU and GPU, as well as loading a bind pose out of a glTF file that does not store bind pose data.
You can now apply the skills you learned. With the skinning code complete, you can display fully animated models. The models can be loaded from glTF files, which is an open file format specification.
In the downloadable samples for this book, Chapter10/Sample01
contains a sample that draws the rest pose, bind pose, and current animated pose. Chapter10/Sample02
demonstrates how to use both GPU and CPU skinning.
In the next chapter, you will learn how to optimize various aspects of...