Legacy Reference

Enabling Linear Skinning with Geppetto

You can enable linear skinning for animated characters so character skinning uses matrices instead of dual quaternions. Linear skinning can remove some of the artifacts that appear with dual quaternions, such as bulging around joints.


Skinning matrices can present their own artifacts, so consider both dual quaternion and linear skinning for your characters.

To enable linear skinning

  1. In Lumberyard Editor, choose Tools, Legacy/Animation, Geppetto Editor.

  2. In the Assets pane, choose a .cdf file with a skin attachment.

  3. In the Properties pane, choose Attachments to display the skin attachment options.

  4. Choose one of the following options:

    • Linear Skinning GPU – Sends the bone transforms as dual quaternions to the GPU and converts them to matrices on the GPU before blending them together for scaling.

    • Linear Skinning CPU – Converts the bone transforms to matrices on the CPU before sending the matrices to the GPU for skinning.

                    Enable linear skinning in Geppetto.


    Both options display identical visual results, but as a best practice, use Linear Skinning GPU for better performance.

    If you choose both options, Linear Skinning CPU overrides Linear Skinning GPU.

The following example uses dual quaternion skinning, which is the default if you don't enable linear skinning. Notice the bulging around the joints.

            Dual quaternion skinning for animating characters.

The following example enables linear skinning. Notice that the bulging around the joints is reduced.

            Linear skinning for animating characters.


You can also enable linear skinning with the Actor component.