@SketchpunkLabs
  @SketchpunkLabs
SketchpunkLabs | WebGL2 : 134 : Data Texture Skin Animation @SketchpunkLabs | Uploaded 4 years ago | Updated 3 hours ago
So we retargeted some animation and managed to save it back out as a GLTF file to reuse. So lets try something different. Lets take our animation and transform it into something that will be usable on the GPU, then store all this data into a texture buffer. So why do this? Well, we can store boat loads of information in a texture plus we have random access to the data. So if we're smart in saving our data as Pixels, we can move all our skin animation code into a shader that will do all the work on the gpu. So no more figuring out the
world space position / rotation for every bone for every frame, all that will be cached onto a texture and we'll no longer need to recalculate the animation again, victory.

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Links of Interest
https://webgl2fundamentals.org/webgl/lessons/webgl-skinning.html


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GitHub :: https://github.com/sketchpunk/FunWithWebGL2
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WebGL2 : 134 : Data Texture Skin AnimationIK Rig - Prototype DemoWebGL2 : 119 : Three Bone IK SolverWebGL2 : 137.3 : IK Rigs - FeetWebGL2 : 129 : Spring Bone ChainWebGL2 : 132 : Animation RetargetingWebGL2 : 121 : Rotation NoiseWebGL2 : 104 : Texture ArraysWebGL2 : 131 : Soft Body PhysicsWebGL2 : 133 : Saving Retargeted AnimationWebGL2 : 135 : Quaternion Inverse Direction000 : INTRO : WebGL 2 WebGPU

WebGL2 : 134 : Data Texture Skin Animation @SketchpunkLabs