I’m working on a simple rigged cube with a squash-and-stretch UE material. I’ve got my material working the way I intend in the bind pose, using the local coordinate space to mask the world position offset. However, when I pose the mesh, it seems that the local position stretches with the pose rather than being the original mesh’s object space.
How should I keep sampling the original model’s local position regardless of pose?
Actor in scene with no pose:
Actor once the pose has been moved…: