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Question by Nanorock · Jan 24, 2013 at 11:37 AM · meshfbxskinned-mesh

bindPoses, local or global, inverse or regular

Hello,

I need to be able to create mesh from FBX file at runtine. So far I've parsed all relevant data from the FBX file. Using the default non skinned mesh creation, everyt$$anonymous$$ng looks great, we got vertices/triangles/UVs all working with a nice mesh textured.

However I run into trouble with the skinned mesh, related without a doubt with mesh.boneWeight , mesh.binPoses and renderer.bones. So I have a question.

BindPoses, documentation says "The bind pose is the inverse of inverse transformation matrix of the bone, when the bone is in the bind pose.". I believe inverse of inverse is a typo ? Because inverse of inverse matrix is the original matrix ~.~

Is the transformation matrix the local transformation matrix or the global one ? (Or maybe I'm just confusing and transform matrix necessarily implie just one of the above)

Thanks a lot for inputs guys

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avatar image Nanorock · Jan 26, 2013 at 12:16 PM 0
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Updated and simplified the question : /

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