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Mugen87
approved these changes
Nov 9, 2026
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Related issue: -
Description
BufferGeometryUtils.computeMorphedAttributes()skins positions and normals the same way. It passes both toSkinnedMesh.applyBoneTransform()as aVector3, and aVector3is treated as a point. That means the bone translation gets added to the normals too, somorphedNormalAttributeis wrong for basically any skinned mesh whose bones move.Here is a small example: one bone, every vertex fully weighted to it, normal
(0, 1, 0). Moving the bone by(5, 0, 0)gives a morphed normal of(5, 1, 0)when it should stay(0, 1, 0).Since #33091,
applyBoneTransform()can take aVector4, andw = 0transforms a direction. This PR uses that for the normal attribute, which matches how the skinning shader handles normals (skinMatrix * vec4( objectNormal, 0.0 )). Positions are skinned exactly as before.I added a unit test that translates and rotates a bone. It checks that the morphed position is moved and rotated, and that the morphed normal is only rotated.