I'm making a game in C++ and I'm using assimp for loading models and I want to move onto animations and to simply put it I'm confused on the animation pipeline(?) or overall process of loading an animation and playing it on a mesh/skeleton.
From what I've gathered the general gist of it seems to be load a mesh (loadMesh("path/to/mesh")) and create its bones/joints which would make up its skeleton and the mesh would probably reference this skeleton:
struct Mesh {
// buffers...
Skeleton skeleton;
}Then an animation/animation clip (loadAnimation("path/to/animation")) is simply is just the duration and how the bones should move(?) and then in the end you just supply this clip to the skeleton:
myMesh.skeleton.playAnimation(myAnimationClip, ...);That's where I'm at curious if I'm close or far off lol.