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Skeleton Animation Design

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Hi all,

I'm about to implement a skeleton animation system in my engine.

I have a question about the design.
I saw some designs where each bone saves the indices of the vertices it influence on, vs some other designs where each vertex stores the bones that influences on it.

can you please explain me the advantage of each?
I want to have the ability to import a skeleton and apply it on different meshes.

thank you very much

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In games the latter approach is pretty standard, that is each vertex refers the bones and weights its depends on (often limited to 4 bones per vertex). The reason is pretty simple, when rendering a animated model with the standard APIs (OpenGL or DX) you can simply do the transformation in a vertex shader which is quite fast. The other approach needs some kind of pre-processing (or geometry shaders) which is often much slower.

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