THREE.JS / FOUNDATIONS 296
Thirty poses. One compute pass.
Each body keeps its own animation time and proportions while one WebGPU compute graph writes the skinned vertex stream reused by the render pass.
Initializing
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Preparing per-instance bone storage.
- Meshes
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- Instances
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- Bones
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- Compute
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Shared source rigMichelle.glb
Individual fieldbone scales + offsets
Verificationcompute + lifecycle
Waiting for the compute skinning graph.
source vertices→bone storage→compute skinning→pose field
load Michelle.glb -> capture thirty poses -> compute skinned vertices -> render
Individual skinning unavailable.
Drag to orbit · scroll to dolly · use ?backend=webgl for the CPU-skinned reference.
This is a selected source-shaped compute-skinning study; SunLight/SunLightNode are current-doc-only in the installed package, and whole-example fidelity remains separate.
Next: skinning points ->LAB 296 / INDIVIDUAL SKINNING