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From cluster->GetTransformMatrix you get the original pose of the geometry that is binded.
From cluster->GetTransformLinkMatrix you get the original pose of the skeleton.
Here are the documents of these two matrices:
* \li Transform refers to the global initial transform of the geometry node that contains the link node.
* \li TransformLink refers to global initial transform of the link node.
The code you posted are just get the information out of cluster and put them into the BoneAssignments, it did nothing about the animation.
To see how the cluster info can drive animated bones please take a look at the FBX SDK sample ViewScene, the ComputeClusterDeformation() function in DrawScene.cxx.
Take a look at the following post should also be helpful:
http://area.autodesk.com/for...he-vertices-of-a-cluster/
Author: Jiayang Xu
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