I'm implement animation system for my engine.
I use FBX SDK to parse SkinMesh, JointHierachy, AnimationClip data in fbx file and save to my own file format.
In engine runtime, fbx no longer involved.
Here is how i get joint animation data.
I use this api to get node and it's parent global transform.
( pFBXScene->GetEvaluator()->GetNodeGlobalTransform ).
and do a matrix inverse, i got node local transform.
decompress matrix to translate, rotation,scale,
this is animation data in my clip file, engine runtime will use this data to play animation.
It's works fine when i only support joint rotation and translation in my engine.
recently, I'm adding joint scale,but i can't get it right.
Did i do something wrong or i missing something?
or the scale is wrong in the node global transform?( see this link
http://area.autodesk.com/forum/autodesk-fbx/fbx-sdk/scale-incorrectly-expressed-in-both-global-and-l... )