Inverse Bind Pose Matrix - how do I use this ?

Please help… I’m tearing my hair out. :frowning:

I am trying to convert a collada animation to a proprietary format, and then play it back. However I’m quite new to animation, I have the skeleton
animating ( a walk cycle ) with no skin - just by applying the local joint
matrices to the bones. However if I multiply these bone matrices by the
appropriate ‘inverse bind pose matrices’ then I end up with a complete
tangled mess. Am I correct in assuming that I should multiply the
bone matrix of a joint by the inverse bind pose matrix ? - I don’t know
whether I should be doing this, or if it is just a bug in my code.


Did you have a look into the COLLADA RT sample code ?