forge-skinning-animations

Add skeletal skinning animations to SDL GPU scenes using glTF joints.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Add skeletal skinning animations to an SDL GPU scene using glTF joint hierarchies, inverse bind matrices, and per-vertex blend weights to enable deformable meshes.

Core Features & Use Cases

  • Skeletal skinning driven by glTF joints and inverse bind matrices to animate characters and creatures.
  • Real-time animation evaluation using Forge glTF integration (load, apply animation, and propagate world transforms) with support for up to 4 joint influences per vertex.
  • Shader-based skinning pipeline that blends joint matrices per-vertex and computes final vertex positions in the GPU.

Quick Start

Load a glTF model containing skinning information into your SDL GPU project and render it with the provided skinning shader.

Frequently Asked Questions about forge-skinning-animations

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

FAQPage Schema
How do I add skeletal skinning animations to an SDL3 GPU scene?

Add skeletal skinning animations to an SDL3 GPU scene by loading glTF joint hierarchies, evaluating animation channels, and applying per-vertex blend weights to deform meshes in real-time. The Skill computes joint matrices and blends up to four joints per vertex on the GPU.

Does SDL3 GPU support glTF skeletal animation and vertex blending?

SDL3 GPU supports glTF skeletal animation and vertex blending by evaluating animation channels, rebuilding joint hierarchies, and computing joint matrices using inverse bind matrices. The provided shader pipeline blends up to four joint influences per vertex for real-time character deformation.

What's the best way to compute joint matrices for glTF skinning in a graphics engine?

Compute joint matrices for glTF skinning by evaluating animation channels, rebuilding the joint hierarchy, and applying inverse bind matrices. This Skill handles the matrix computations and shader-based vertex blending to calculate final vertex positions directly on the GPU.

How does GPU skinning work with glTF joints and inverse bind matrices?

GPU skinning with glTF joints works by evaluating animation channels to update joint transforms, multiplying them by inverse bind matrices, and blending up to four joint matrices per vertex. The shader computes final vertex positions from these blended matrices and per-vertex weights.

Can I animate characters in my SDL GPU project using glTF joint hierarchies?

You can animate characters in an SDL GPU project using glTF joint hierarchies by loading models with skinning information, evaluating animation channels, and rendering them with a shader-based skinning pipeline. The Skill supports real-time mesh deformation with up to four joint influences per vertex.

What are the limitations of vertex blending for skeletal animation in SDL3?

A limitation of vertex blending in this SDL3 implementation is the maximum of four joint influences per vertex. The pipeline requires glTF models containing proper skinning data, including joint hierarchies, inverse bind matrices, and per-vertex blend weights to function correctly.