Hi,
Although you cannot use ComputeClusterDeformation() function directly, you can still reference the code of that function to understand/implement how FBX realizes skinning.
You mentioned:
I have tried to multiply BoneW with the matrix I got from A = GetGlobalPosition(pCluster->GetLink(), pTime, pPose), But it did not gave me the right animation. |
This is really confusing.
Because what you get from GetGlobalPosition(pCluster->GetLink(), pTime, pPose) is BoneW, so why you multiply it with "BoneW" again? And how did you get that BoneW you mentioned?
Also, just to be clear, I’m not talking yet about the skinning. My purpose is to first animate the skeleton properly, then to deal with the skinning. |
So what kind of problem you encountered exactly when you try to animate the skeleton? To animation joints of skeleton, you can animate the lclTranlation, lclRotation and lclScaling properties of the joint directly, by adding animation curve and keys to these properties.