matrix concatenation for binding geometry to a skeleton
Actually i try to load in a .ma file in c++ using directX9 to render it. It is a skinned mesh. I never worked with maya since i am a programmer trying to code skinning... I choosed the .ma files cause theyre easy to understand...
So i did load in all informations i think i need ( the mesh, joint and skincluster nodes... )
I filled my vertex structure with the weigths and indices to the joints..
The problem now i have is how to concatenate the different matrices and/or informations ( at first to render the mesh in the bind pose ).
In the joint node there is a translation (.t), a joint orient (.jo) and a bind pose (.bps) matrix derived.
In the skinCluster node a bindPreMatrix (.pm) and a geomMatrix (.gm)
Can anyone give me a hint / a formular on how maya works with these matrices / information ?
Thanx Den