back to animation baking in #godot: data is now stored "linearly". A small summary is placed in the first pixels of the texture, containing the number of vertex and the frame count => configuration becomes super easy
#gamedev #animation #shader #particles #optimisation
@frankiezafe oooo, neat
I was looking into doing something similar within Blender since blendshapes are still weird/unsupported(?) in godot
@pyredrid this is based on blendshapes: i generate them in blender via script, export the model in gltf and read them via gdscript :)
The social network of the future: No ads, no corporate surveillance, ethical design, and decentralization! Own your data with Mastodon!