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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).
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