Skip to content

Handle SDEF and QDEF bone deformations #10

@seanlynch

Description

@seanlynch

Godot only supports LBS (Linear Blend Skinning), which is BDEF1, BDEF2, and BDEF4 in MMD. MMD also supports dual quaternion skininng (QDEF) and spherical blend skinning (SDEF) in the same model.

I believe this can be implemented by storing some extra vertex parameters in CUSTOM arrays and using a custom shader for skinning.

Metadata

Metadata

Assignees

No one assigned

    Labels

    No labels
    No labels

    Type

    No type

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions