Hi - I'm writing a 3D game using Godot4 in C# with a 'wireframe' aesthetic like the old Atari classic Battlezone.
I'm having a bit of trouble generating dynamic meshes for when objects get destroyed. Simple meshes are no problem, it's pretty straightforward to get the surface arrays for the existing meshes and use array mesh to create dynamic explosions.
Problem - I have a boss enemy with articulated legs - the leg is rigged in blender, imported as a GLTF and move using some basic IK. I can't for the life of me figure out how to set the global postions of each vertex in the leg mesh based on the weights and bones I get from the surface arrays coupled with the transforms of the relevant bones.
I've looked at the C++ for the skeleton code for ideas but not even sure of that is the right place (there's a skin class too).
Any ideas how to do this?