Hi, I just added some skinned meshes to my scene and was wondering about the skinning (especially in Unity3), and what exactly is being done on the CPU/GPU... As far as I know there are 3 parts to rendering a skinned animation (assuming this is just 1 anim, and the renderer is interpolating between keyframes on that 1 anim): 1. Blending of 2 keyframes animation matrices to get a 3rd morphed set of matrices, using quaternions to blend between the anims. 2. Creating the matrix palette (by traversing the hierarchy of blended matrices to find final matrices). 3. Creating the object/world space verts by doing weighted multiplies of the matrices in the matrix palette and each vert. If lighting, also skin the normals. If normal mapped, also skin the tangents. When referring to 'skinning is done on the CPU'... am I right in thinking this is just part 1) and 2) above? Surely not 3)? I've got a 5k vert character in my scene and I'm seeing in the profiler in Unity3 that it's using 25% of my CPU doing skinning It's not doing the actual skinning on the CPU is it? Thanks, Chris.