How an instance's mesh is bent this tick, applied on the graphics card before drawing, shadows and ray tracing.
blend_toandblend— vertex animation: each vertex movesblend(0 to 1) of the way to the same vertex ofblend_to, a mesh handle with as many vertices (a later keyframe), and the normals with itbones— skinning: a list of 3×4 matrices, each 12 numbers row by row, used by a mesh uploaded with askin(CauldronGPU.Mesh); a vertex becomes the weighted sum of its bones' matrices applied to it, after any blending
Up to 255 bones. A pose with neither leaves the mesh as uploaded.
{:pose, 7, %CauldronGPU.Pose{blend_to: run_2, blend: 0.4}}
Summary
Types
@type matrix() :: [number()]
@type t() :: %CauldronGPU.Pose{ blend: number(), blend_to: CauldronGPU.Handle.t() | nil, bones: [matrix()] }