# Objective Enhance the [custom skinned mesh example](https://bevyengine.org/examples/animation/custom-skinned-mesh/) to show some variety and clarify what the transform does to the mesh. ## Solution https://github.com/user-attachments/assets/c919db74-6e77-4f33-ba43-0f40a88042b3 Add variety and clarity with the following changes: - vary transform changes, - use a UV texture, - and show transform changes via gizmos. (Maybe it'd be worth turning on wireframe rendering to show what happens to the mesh. I think it'd be nice visually but might make the code a little noisy.) ## Testing I exercised it on my x86 macOS computer. It'd be good to have it validated on Windows, Linux, and WASM. --- ## Showcase - Custom skinned mesh example varies the transforms changes and uses a UV test texture. |
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| .. | ||
| fantasy_ui_borders | ||
| Game Icons | ||
| parallax_example | ||
| rpg | ||
| simplespace | ||
| array_texture.png | ||
| basic_metering_mask.png | ||
| BlueNoise-Normal.png | ||
| Ryfjallet_cubemap_astc4x4.ktx2 | ||
| Ryfjallet_cubemap_bc7.ktx2 | ||
| Ryfjallet_cubemap_etc2.ktx2 | ||
| Ryfjallet_cubemap_readme.txt | ||
| Ryfjallet_cubemap.png | ||
| ScratchedGold-Normal.png | ||
| slice_square_2.png | ||
| slice_square.png | ||
| spiaggia_di_mondello_1k.hdr | ||
| uv_checker_bw.png | ||
| water_normals.png | ||