A mesh is made up of several vertices. Normally, each vertex has at least a position, a normal, and maybe a texture coordinate. This is the definition of a vertex for a simple static mesh. This definition has the following vertex components:
- The position (
- The normal (
- The texture coordinate (
The model used to demonstrate skinning in this chapter is the Godot mannequin from GDQuest. It's an MIT-licensed model and you can find it on GitHub at https://github.com/GDQuest/godot-3d-mannequin.