I am trying to make morph targets for a character mesh that don’t just alter vertex positions and normals, but also bone-transforms for the skeleton and skinning/bone weights for individual vertices.
I kind of succeeded by procedurally generating a new mesh for every morphed character that is made from a copy of the base mesh.
The problem is I probably won’t be able to load many of these into memory
That’s why I am looking for a better way that allows using the same mesh for all characters and apply the morphs by using shared morph targets, vertex animations or whatever. But is this even possible? While coding I think I read something about a “RequiresCPUSkinning” property for skeletal meshes. Maybe that’s what I should be looking into?..