I'm writing a custom game engine and implementing a mesh deformation algorithm called Direct Delta Mush.
I know Maya can bake these mesh deformations back to standard skinning weight as one of its tools. It's called the bake deformer tool. I'm curious how it works under the hood... If anyone could guide me in the right direction it would be super helpful. My guess is that they use some sort of gradient descent method to minimize the error function.