# How can I get per-vertex bone transform in a material blueprint?

**URL:** <https://forums.unrealengine.com/t/how-can-i-get-per-vertex-bone-transform-in-a-material-blueprint/320489>\
**Category:** Rendering\
**Tags:** normal-map, bone-transform, unreal-engine, Blueprint, question\
**Created:** [June 2, 2015, 12:53pm UTC](https://forums.unrealengine.com/t/how-can-i-get-per-vertex-bone-transform-in-a-material-blueprint/320489 "2015-06-02T12:53:13Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![anonymous\_user\_b9e8192f](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9e8192f](https://forums.unrealengine.com/u/anonymous_user_b9e8192f)\
**Post date:** [June 2, 2015, 12:53pm UTC](https://forums.unrealengine.com/t/how-can-i-get-per-vertex-bone-transform-in-a-material-blueprint/320489/1 "2015-06-02T12:53:13Z")

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Hello.  
I want to use a full-body wrinkle map for a skeletal mesh. I suppose to use a Lerp operation between usual normal map and a wrinkle map on a per-vertex basis, depending on the transformation applied to a vertex from bones (and interpolated between vertices). What is a best way to reach it?

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**Author:** ![LeeMiYa](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@LeeMiYa](https://forums.unrealengine.com/u/LeeMiYa)\
**Post date:** [August 24, 2024, 1:49pm UTC](https://forums.unrealengine.com/t/how-can-i-get-per-vertex-bone-transform-in-a-material-blueprint/320489/2 "2024-08-24T13:49:40Z")

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Same question here, any solution?  
I saw this code annotation in the GpuSkinCacheComputeShader.usf

 ![17244861215630](https://d3kjluh73b9h9o.cloudfront.net/original/4X/a/0/9/a099e9d232bc91286879bed9d89c83dfc242b23c.png)

and I found this way to trans the bone location data to the materials.

> [@Skeletal Mesh bone location](https://forums.unrealengine.com/t/skeletal-mesh-bone-location/227245):
>
> Hi, I want to make an editor tool that do some simple calculations with a selected Skeletal Mesh Asset’s bones from the Content Browser. I tried to get the location of a bone but with no luck. I can only get a socket relative location (if I add one manually) but I don’t want to use sockets at all and the name of the parent bone. Only bone location node that I found is require a Posable Mesh Component target input. I also tried to implement it with python, no luck either. So how…

Just curious is there any better solution…
