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Hi,
tnx for the reply.
I’m trying to be independent from FBX code, This means that I can’t use the ComputeClusterDeformation() function in my code. I’m just importing the DS from FBX to my DS.
I already tried this one BoneL = ParentW.GetInverse() * BoneW. Indeed, this will hold the equation:
BoneW = ParentW * BoneL , which will give the bind pose.
I have tried to multiply BoneW with the matrix I got from A = GetGlobalPosition(pCluster->GetLink(), pTime, pPose), But it did not gave me
The right animation.
Also, just to be clear, I’m not talking yet about the skinning. My purpose is to first animate the skeleton properly, then to deal with the skinning.
Please advise,
Author: Masterbubu
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