Skinning

Vertex skinning and weight maps

Skinning deforms meshes by blending vertex positions with weighted joint (bone) transforms.

How it works

  • Each vertex stores joint indices and weights (typically 4 influences).
  • The skinned position is a weighted sum of joint matrices applied to the bind pose.
  • Bind matrices and joint hierarchy must be preserved for correct deformation.

Interoperability notes

  • Max influences per vertex and weight precision vary by engine.
  • Non-uniform scaling on joints produces shearing; prefer uniform scale.
  • Ensure tangent space is recomputed post-skinning when needed.

Formats that support skinning

Convert 3D