Community
I'm just trying to implementing the fbx format in our application and i would like to know if my think process in exporting the animation data for a Mesh is right.
So here it is:
1.) Get the influenced bones from the KFbxCluster and store it in a array
2.) Get the BindposeMatrix for each Bone via pcluster->GetTransformLinkMatrix()
3.) Get the GlobalPosition for the influenced bones
4.) Setup the hierarchy between the influenced bones
5.) Build the animations Keys for each take with EvaluateLocalTransform()
Is this the right way??
I already made a importer for Collada and there i had for each Bone the Bindpose and a inverse bind pose.
And i think the absolute transform of a bone was the parentBoneMatrix * inverse bind pose.
Do i didn't have to calculate the transform in FBX and just use the EvaluateLocalTransform().
Thanks for helping 🙂
Can't find what you're looking for? Ask the community or share your knowledge.