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obsidian-notes/1Project/海量渲染战斗/GPU动画工程/bindpose.md
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动作文件在导入Unity后会将网格顶点绑定在**蒙皮节点空间**下的坐标储存在bindpose中。
- 例如:如果根节点在(0,0,0),骨骼在(0,0,10),网格顶点在骨骼空间坐标为(0,0,1),在导入之后,顶点坐标会被保存为(0,0,11);
- GPU蒙皮动作中需要将顶点还原为**骨骼节点空间下**坐标后再重新从root开始算