Old CPUs struggled to interpolate thousands of vertices per frame. Modern shaders now evaluate morph targets on the GPU. A scene can now support 20+ characters with 100 active blend shapes each, running at 120fps on a mid-range card.
A duplicate of the base mesh where vertices have been moved to create a new shape (e.g., a smile). morph target animation new
At its core, a morph target is a deformed copy of a base mesh. Instead of moving bones to drive vertices, you store a second set of vertex positions. At runtime, the GPU linearly interpolates each vertex from its position towards its Target Pose position. Old CPUs struggled to interpolate thousands of vertices
Morph target animation—also known as blend shapes shape keys a smile). At its core