Original Post
Hello,
I''m working on some skinned Mesh code and i''m using Jim Adam''s code as an example to work from. however i''ve defined my own matrices plus with the one''s Jim uses i''m a little confused about the order that i should be multiplying them in. So here are my matrices
matDefScaling; //scaling in case the 3d artist made the mesh too big or too small
matScaling; //world scaling
matDefRotation; //Rotation in case the 3d artist put the mesh at a wierd angle
matRotation; //World rotation
matDefTranslation; //translation in case the 3d artist put the mesh in a wierd postition.
matTranslation; //World Translation
and to avoid gimble lock i''ve been applying them in the order
Scaling*Rotation*Translation
so
matDefScaling*matScaling*matDefRotation*matRotation*matDefTranslation*matTranslation
now with the new matrices i have from the skinned mesh
in my frame struct i have 3 matrices
matOriginal; //the original X file matrix
matInherited; //a transform inherited from a parent frame
matCurrent; //the current frame transform
and as far as i''m to understand skinned meshes
matCurrent = matOrginal*matInherited
Now in my class that holds data about the individual parts of the skinned mesh (the equivelent to Jim''s sMesh structure) i have some more matrices. The matrices Jim calls
m_Matrices; //bone matrices
m_FrameMatrices; //frame matrices
m_BoneMatrices; //X file bone matrices
so i really have 2 questions here.
1. what order do i multiple the matrices to get the disired effect that i''m looking for?
2. what''s the difference between m_Matrices and m_BoneMatrices? i''ve read tutorial and tutorial and example after example i''m still confused.
any help is greatly appreciated.
thank you