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    Skeleton Matrices [solved]


    I'm attempting to animate a skinned mesh with joints. I have looked at many different materials, and something isn't right with my understanding. All of my nodes hold a local and global matrix. When I load in the joints, I calculate the inverse pose matrix like so:

    Pose Matrix = Mesh's Inverse Global * Joint Global
    Inverse Pose Matrix = Inverse of Pose Matrix

    Then when my joints are updated, I calculate the joint in mesh space and multiply it with the inverse pose matrix.

    Joint wrt Mesh = Mesh's Inverse Global * Joint Global
    Deform Matrix = Joint wrt Mesh * Inverse Pose Matrix

    I uploaded the following video files to demonstrate what is happening to my mesh. Please add http to the start of the links.

    Source animation..
    ____://tinypic.com/r/ncmnpj/5

    My Results..
    ____://tinypic.com/r/egviqf/5

    EDIT:
    It turns out that the joints were being exported with what I had assume was local space but was actually global.
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    Oh, nice game! hope to see it out soon, maybe let me beta run it so I can let you know any bugs or sort!

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