Original Post
Ok, so Im doing skeletal Animation. I have the rotations and trasformations of each bone in matrix form. I can animate the skeleton fine. The problem comes when i put on the faces of the mesh. First off to start, I have the information about the triangles in world space, not in the same space as its bone parent. So after I read in all the information from the file. I multiply each vertex by its parents inverse matrix at frame 0(does this mean the verteces are now are in respect to its parents bone??) So then when I want to display the Mesh I just multiply the specific vertex by its bone parents matrix at Time X. The only frame that actually looks good is frame 0, because I just end up multiplying the vertex by the inverse then back by regular matrix so they cancell each other out. What am I doing wrong?? -THACO