I’m trying to load a squeleton. First of all, I would like what is the “bind_shape_matrix” node.

Then, my geometry containes 320 triangles, dispatched in 162 positions, controlled by 3 bones.

I have 3 sources in the skin node :

The skin joints (count=3, stride=1)

The skin bind poses (count=3, strinde=16)

The skin weights (count=13, stride=1)

The joints node contains 2 input elements refers to the skin joints (semantic=“JOINT”) and the skin bind poses (semantic=“INV_BIND_MATRIX”).

Finally, I have the vertex_weights node (count=162) which contains 2 inputs elements (“JOINT” and “WEIGHT”)
The vcount node contains 162 values (156 “1” and 6 “2”), I presume 1 value by position.
The v Node contains 338 elements

The bind_shape_matrix is the matrix you should multiply your geometry by in order to apply the skeleton skin.

You are correct, vcount is one value per vertex (position), and each one represents the amount of weights that vertex (position) is influenced by.

v contains the weight values as [joint index,weight index] tuples, and as many of those tuples as is stated in the vcount value per vertex.

So you have 156 vertex positions with one weight and 6 with 2, that makes (1561)+(62)=168 and there is 2 indices per weight, one joint, one weight (168*2)=336… sounds like you’re missing a vertex. :?