Home › In skeletal-mesh skinning math, each vertex's fi…
In skeletal-mesh skinning math, each vertex's final position uses a weighted sum of which transforms?
AA matrix palette of its influencing bones
BA precomputed cached pose per draw call
CIts own world matrix only and no bones
DA normal map sampled at its UV
Answer & Solution
Correct answer: A. A matrix palette of its influencing bones
Standard skinning: position = Σ wᵢ × Mᵢ × pₒ where Mᵢ are bone matrices. Typically 4 influences per vertex on GPU (RGBA weights).
Related questions
Per Unity Animator docs, ANIMATION STATE MACHINES expose transitions between states using Per the BVH (Biovision Hierarchy) file format used widely for mocap, what does the file prPer Naughty Dog GDC talks (Last of Us II), MOTION MATCHING differs from blend-trees in whiPer standard CG, the recommended method for smoothly interpolating between two unit QUATERFor interpolating 3D rotations smoothly, EULER angle interpolation suffers from which clasCommon IK solvers for character rigs include FABRIK and CCD. CCD stands for which method?In animation, ROOT MOTION refers to which technique?In rigging, FORWARD KINEMATICS (FK) and INVERSE KINEMATICS (IK) differ in which essential