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I am writing a customized sport engine and implementing a mesh deformation algorithm referred to as Direct Delta Mush.
I do know Maya can bake these mesh deformations again to plain skinning weight as certainly one of its instruments. It is referred to as the bake deformer software. I am curious the way it works underneath the hood… If anybody might information me in the best path it might be tremendous useful. My guess is that they use some form of gradient descent technique to attenuate the error perform.
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