You can implement pose animation (blending between multiple poses based on weight) in a vertex program by pulling in the original vertex data (bound to position), and as many pose offset buffers as you’ve defined in your ’includes_pose_animation’ declaration, which will be in the first free texture unit upwards. You must also use the animation_parametric parameter to define the starting point of the constants which will contain the pose weights; they will start at the parameter you define and fill ’n’ constants, where ’n’ is the max number of poses this shader can blend, i.e. the parameter to includes_pose_animation.
includes_pose_animation 4
Note that ALL submeshes must be assigned a material which implements this, and that if you combine skeletal animation with vertex animation (See Animation) then all techniques must be hardware accelerated for any to be.