hi All,

I have a collada exporter, in which i am reading animation keyframes data as Matrices…

what i don’t understand now is… how am i suppose to use that Animation Data…

what i am doing is that i extract the Keyframe Matrix for each Bone’s each Keyframe from all the channels in to One matrix…

In my current implementation… i have “Local” “World” matrices… “Local” is the Bindpose Matrix of each Joint… NOTE: Its not the Bindshape Matrix… which is only one for the whole skeleton… this is also not the “inverseBindMatrix” for each bone… and “World” is the Combined Matrix For each Joint. considering its Parent’s Transformation…

What i am currently doing is, when i want to animate the Skeleton… i take the “Local” and if it has any animation keys… i take the animation key Transformation Matrix and “add” it to “Local” (now i know this must be some multiplication etc) but just for testing purposes… this is what i am doing … and the result is an animated Skeleton BUT its larger then the Current Skeleton… like 5 times bigger then the skeleton…

This is the equation

CurrentBoneWorldMatrix = (CurrentBoneLocal + CurrentBone[Keyframe].Transformation) * CurrentBoneParentWorldMatrix;

So in this context (using “Local” and “World” matrices) how am i going to use the Keyframe Transformation Matrix?

any help would be greately appriciated…