Fix incorrectly transformed points for GPU blendshapes with no skinning. #2696
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
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)
UsdView renders Mesh with Blendshapes in wrong place when using GPU vs CPU implementation #2425
I have verified that all unit tests pass with the proposed changes
I have submitted a signed Contributor License Agreement