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

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