3dsmax skinning questions
I have some questions about the implementation of skin export in the 3dsmax exporter.
I have noticed that when exporting with skin+bones, that in the CONTROLLER array, the position data is the same as that in GEOMETRY. This seems strange to me since we end up with post-transformed verts in GEOMETRY so we need pre-transformed verts in CONTROLLER. Am I correct in this assumption ?
Also, I have also noticed that the INV_BIND_MATRIXs are all identity so we don't get correct inversion of the bone.
It seems to me that CONTROLLER should store pre-transformed verts and INV_BIND_MATRIX should have the inverse matrices for a specific bone relative to the entire skeleton.
Can I be enlightened ?
Thanks in advance !