BS-PR-708 - Dynamic skinned and morph geometry in Solari #54
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area:animation
area:assets
area:audio
area:brushes
area:build-release
area:extensions
area:governance
area:hierarchy
area:inspector
area:navigation
area:operators
area:physics
area:project-ux
area:quality
area:rendering
area:runtime
area:scene-io
area:terrain
area:viewport
priority:P0
priority:P1
priority:P2
priority:P3
roadmap:jackdaw
roadmap:production
type:architecture
type:docs
type:epic
type:feature
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Reference: Falling-Metal-Interactive/Blacksite#54
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Summary
Add current/previous morph-then-skin vertex output and instance-owned dynamic BLAS updates so Solari rays follow animated skinned and morph-deformed geometry.
Why
Blacksite currently omits deformed actors from Solari rather than tracing a stale bind pose. That fallback is visually honest and production-safe, but full ray-traced reflections/GI/shadows for animated geometry require a dedicated engine/rendering project.
Scope
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Dependency
Builds on #51 Surface ABI/material bindings and #46 skinned pose lifecycle. This is not required for raster/Forward production readiness; it remains a documented Solari limitation until complete.