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
src: gitlab.com/polymorphcool/addon
#gamedev #animation #shader #particles #optimisation

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@frankiezafe oooo, neat

I was looking into doing something similar within Blender since blendshapes are still weird/unsupported(?) in godot

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@pyredrid this is based on blendshapes: i generate them in blender via script, export the model in gltf and read them via gdscript :)

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