Vector transform to animation space

Im using World Position Offset from writing some vectors to a texture for some surface effects like opening of the faces.

t

When I use the same material in combination with a skeletal animation the vectors seem to be slightly distorted

Is there a way to compensate for this? Something like vector transform from skeletal animation pose to world space?

or asked diffrently

is there a way to take in consideration the current pose of a skeletal mesh when doing world position offset vertex movements?

Perhaps this could help? Haven’t tried this method with position offset but in theory it should work

Seems the above method works only with shaders :frowning:
But there might be an alternative. If you multiply VertexNormalWS by your deform parameters and plug it into world position offset it sticks with the mesh

1 Like

Thank you! Unforunaly it doesn’t seem to work. I get even some distortion in the T Pose now.

My Marterial looks like this. Am i applying it right?

Is your model UV mapped?

Yes I’m using a costum UV mapping to match the pixels with the vertecies.

I was looking at the pre-skinned nodes; they seem to do what I’m looking for. Can they be apllied also to this type of World Position Offset animation like above?

Sadly the vertexInterpolator node does not work with world position offset :frowning:

Perhaps you can use the material node “MS_VertexAnimationTools_MorphTargets” to get this working. I’m relatively new to VAT’s so it’s a learning experience.