Capturing software-skinned mesh data

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EZphysics highlights meshes and proxies when you select them in the menu-tree.

The way highlighting works is that the edges of the triangle mesh are colored with alternating colors so the mesh is displayed and overlayed by the alternating colored lines. However it seems that there is a problem with accessing the skeletal mesh triangle data *after* it has been skinned (the process of modifying a “skeleton” where each bone influences a group of points on the mesh hence skinned mesh refers to displaying the altered mesh after its bones have changed position). We tried to force skinnnig to occur in software rather then GPU and it seems to be doing that but still capturing the elusive post-skinned mesh is yet to be achieved as depicted in the image below where the girl’s mesh has been transformed using skeletal animation technique but the highlighted triangle contour is in its original pose.

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