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 …