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Offset Matrix/Bone space Matrix

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I'm in DirectX c++ and trying to import my own animations.

 

 

I am following a book by Frank D Luna where he explains you essentially need 2 matrices for the final transform, the “toRoot” matrix and then an offset matrix.

 

The offset matrix if I understand it correctly is supposed to take you from bind space into bone space.

 

I have searched alot but can't find how you are supposed to calculate that by yourself.

 

I know how to program in python for maya, so I guess the best thing to do would …


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