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.