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.