Converting any animated mesh sequence. For example, geometry cache to LBS, which can then be played back in popular game engines.
Solving skin weights from shapes and skeleton poses. For example, converting blend shapes to LBS.
Solving bone transformations for a mesh animation by providing skin weights.
Ok, that's cool. But it has only single one input, which is the animated mesh. It doesn't have a second input for the skeleton. Then how could I "solve skin weights from shapes and skeleton poses"? How to "provide skin weights"?
I dont' want it to generate a whole new skeleton. I'd like to generate the approximate transformations and weights for existing deforming mesh and skeleton. Is it possible?
