THREE.JS / FOUNDATIONS 294
Let the rig dissolve into motion.
A skinned glTF keeps animating underneath while its deformed vertices become a point field. Position storage and speed are separate contracts.
Initializing
-
Preparing the animated glTF and point graph.
- Meshes
- -
- Points
- -
- Clips
- -
- Draws
- -
Animation sourceMichelle.glb
Point responsespeed → color / size
Verificationanimation + renderer
Waiting for the point graph.
glTF loader→position→speed→point material
load Michelle.glb -> update AnimationMixer -> render points
Skinning points unavailable.
Drag to orbit · scroll to dolly · use ?backend=webgl for the CPU/WebGL2 reference.
This is a selected compute-skinning-to-points study; whole-example fidelity remains separate.
Next: instance uniform ->LAB 294 / SKINNING POINTS