I'm studying loading bones and animations data in fbx file by assimp library.
I'm looking into assimp tutorial which is based on openGL while I'm doing this with dx11.
In that tutorial, I have to understand his system which is not easy for me.
I just wanted to extracts the information not how to use it.
so what I need is...
1.Bone ids and weights per vertex
2. Bone data which is
Toroot matrix, offsetmatrix,index of it and hierarchy information like who's your daddy.
3. animation data which is
time , Scale,Rotation,Tranform vectors
I saw assimp documentation. It says
mTransformation
The transformation relative to the node's parent.
this mean that matrix is toparent matrix?(if that node is root's son then it's gonna be toroot matrix and if it is the rootnode then it's identity matrix right?)
mTranformation inverse matrix is offsetmarix right?(tochild matrix)
the transformation relative to the world is world matrix right?
does 'relative to' means going that space . I mean local to world matrix is the transformation relative to the world
I'm having problem with understanding english
help me plz and little bit of tip for extracting data from fbx by assimp
thank you for reading terrible english
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