Hi,
I am looking at implementing a shader for doing dual quaternion skinning, to try to get rid as much as possible of this old candy wrapper effect. To my knowledge, I could not find any option to use DQ in Unity, so I decided to go and code my own using matrix palette skinning…
My main problem at the moment is that vertices that are sent to the vertex shader are actually already transformed by the bone transformation. I’ve tested multiplying the vertex position in the vertex shader by the VP matrix and the vertices are already transformed by the bone rotations, but not by the model’s global position/orientation though…
I was wondering if anyone had an idea of how to get the untransformed vertex positions in the vertex shader?
Cheers,
Ludovic
(btw I do have GPU skinning enables in Unity)