Question: I have two models. One duplicate, non-rigged. The other Rigged. Same geometry. In Geometry nodes, how do I make the duplicate mesh wrap over and "lock" onto, literally, vertex to vertex, it's original mesh? When it poses, the other follows. I wouldn't know where to start (nothing works when I use geometry nodes).
Why (maybe there's an alternative?): Testing to see if I can use object space normal map's limitations to not respond to light on a rigged model due to having deformations. Curious to know what it would look like on my toon shader with custom-painted normal maps.
Tangent normals don't "snap" like object normals when I average the normals. I had a similar method in Maya back in the day. Was wondering if it's possible to do that here too. Each deformation made on the rigged model is simply moving the vertex in the duplicate model, thus bypassing the rule and allowing object space normals respond to light like it does when you move the model around without a rig. But once you have it rigged, the normals lock.