Everyone knows what a delta mush is. For reference, that's not a direct delta mush (EA), it's just a delta mush. It performs 4 iterations, but it doesn't matter because it's low polygon. Instead, after this, it is high-polygonized into subdivisions. Well, that's what everyone does, and I want to talk about the additional effects that come from it. We need an adjacency graph. If polygons are composed of quads, most likely the adjacent vertices will be between 3 and 5. In the case of 5, one is appropriately subtracted and 4 vertices are stored in the vertex color as asuint. We can do a lot with knowing the indices of these four adjacent vertices. First, it is very easy to solve the stupid skinning normal problem that you have been struggling with. And the wrinkle can be obtained automatically. It is also possible to describe the muscles. One thing to note is that when applying displacement, it is difficult with LBS because the displacement vertor must be rotated according to skin rotation. Let's use DQS.