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Fix incorrectly transformed points for GPU blendshapes with no skinning. #2696

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cameronwhite
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Description of Change(s)

When the mesh only has blendshapes (no skinning), the deformed point positions are already in the prim's local space so it's simplest to just skip applying any additional transforms.

The previous behaviour was incorrect because the final skel space -> world space -> model space transform expected the points to be in skel space, which was not the case when only blendshapes were present. Similarly, the bind transform is only required when skinning is enabled.

The results are now consistent with the CPU skinning computation.

Fixes Issue(s)

When the mesh only has blendshapes (no skinning), the deformed point
positions are already in the prim's local space so it's simplest to just
skip applying any additional transforms.

The previous behaviour was incorrect because the final skel space ->
world space -> model space transform expected the points to be in skel
space, which was not the case when only blendshapes were present.
Similarly, the bind transform is only required when skinning is enabled.

The results are now consistent with the CPU skinning computation.

Fixes: PixarAnimationStudios#2425
@jesschimein
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Filed as internal issue #USD-8710

@pixar-oss pixar-oss merged commit 0fc3d82 into PixarAnimationStudios:dev Jun 4, 2024
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3 participants