I have a skinned mesh as a gltf and I am updating skeleton bones after I import. I add this to the scene and it renders the mesh correctly in the pose I set.
I need to do post processing on the mesh, but when I do this step on the skinned mesh, it uses the skeleton transforms on the mesh, which I do not want. I’d like to “bake” the skinned mesh to a mesh.
I see there are several discussions/PRs, etc related to this, most leading to a few basic implementations for raycasting, etc or leading to comments related to performance. I need to do this baking once, not per frame, so performance is not a concern for me.
How do I go about baking the skinned mesh pose to a mesh?