forge-pipeline-morph-animations

Load .fmesh morph data and apply .fanim weights to GPU storage buffers.

36|6|Updated Mar 25, 2026
One-click install
npx skills add https://github.com/Nebulavenus/forge-gpu --skill forge-pipeline-morph-animations-nebulavenus
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: forge-pipeline-morph-animations
Source: https://github.com/Nebulavenus/forge-gpu/tree/main/.claude/skills/forge-pipeline-morph-animations
Command: npx skills add https://github.com/Nebulavenus/forge-gpu --skill forge-pipeline-morph-animations-nebulavenus

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Add morph-target animation support to an SDL GPU project that already uses forge_scene.h, enabling per-vertex deltas to be loaded, blended, and applied on the GPU for smooth morph animation.

Core Features & Use Cases

  • Loading morph targets from .fmesh and channels from .fanim
  • CPU-blending of per-vertex deltas and uploading to GPU storage buffers
  • Rendering morphs in main and shadow passes using prepared shaders (scene_morph.vert.hlsl, scene_morph_shadow.vert.hlsl) Use cases include character morphing, facial animation, and any vertex-displacement morphs in a ForgeScene-backed pipeline.

Quick Start

Load a morph-model using the Forge pipeline tools and begin rendering a morph-enabled model to observe per-vertex deltas.

Frequently Asked Questions about forge-pipeline-morph-animations

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I add morph target animation to an SDL GPU project using ForgeScene?

Morph target animation in SDL GPU projects works by loading .fmesh morph data and .fanim channels, CPU-blending per-vertex deltas, and uploading them to GPU storage buffers for vertex shader displacement.

What is the GPU pipeline for rendering blend shapes with ForgeScene?

The GPU pipeline for blend shapes uses a persistent transfer buffer to upload CPU-blended morph deltas to GPU storage buffers, which are then read by vertex shaders to apply per-vertex displacement during rendering.

Do I need specific shader assets to render morph targets in a ForgeScene pipeline?

Yes, rendering morph targets requires specific shader assets. You must use scene_morph.vert.hlsl for main rendering passes and scene_morph_shadow.vert.hlsl for shadow passes to handle vertex displacement.

Can I use this morph target pipeline without FORGE_SCENE_MODEL_SUPPORT enabled?

No, this morph target pipeline requires FORGE_SCENE_MODEL_SUPPORT to be enabled, along with forge_pipeline.h for loading data and the prepared morph vertex shaders to function correctly.

How are morph weights applied when loading .fanim channels in ForgeScene?

Morph weights from .fanim channels are applied by CPU-blending the corresponding per-vertex deltas from .fmesh data before uploading the final blended results to GPU storage buffers.