Hy.
I’m starting to implement a skeleton animation , and i have a doubt:
I use a collada file and i have this node hierarchie:
<node name="joint2" sid="joint2" type="JOINT">
<translate sid="translate">0 30 0</translate>
<rotate sid="jointOrientZ">0 0 1 0</rotate>
<rotate sid="jointOrientY">0 1 0 0</rotate>
<rotate sid="jointOrientX">1 0 0 0</rotate>
<node name="joint3" sid="joint3" type="JOINT">
<translate sid="translate">0 30 0</translate>
<rotate sid="jointOrientZ">0 0 1 0</rotate>
<rotate sid="jointOrientY">0 1 0 0</rotate>
<rotate sid="jointOrientX">1 0 0 0</rotate>
<node name="joint4" sid="joint4" type="JOINT">
<translate sid="translate">0 30 0</translate>
<rotate sid="jointOrientZ">0 0 1 0</rotate>
<rotate sid="jointOrientY">0 1 0 0</rotate>
<rotate sid="jointOrientX">1 0 0 0</rotate>
<node name="joint5" sid="joint5" type="JOINT">
<translate sid="translate">0 30 0</translate>
<rotate sid="jointOrientZ">0 0 1 0</rotate>
<rotate sid="jointOrientY">0 1 0 0</rotate>
<rotate sid="jointOrientX">1 0 0 0</rotate>
<rotate sid="rotateZ">0 0 1 1.22906</rotate>
<node name="joint6" sid="joint6" type="JOINT">
<translate sid="translate">0 30 0</translate>
<rotate sid="jointOrientZ">0 0 1 0</rotate>
<rotate sid="jointOrientY">0 1 0 0</rotate>
<rotate sid="jointOrientX">1 0 0 0</rotate>
<node name="joint7" sid="joint7" type="JOINT">
<translate sid="translate">0 30 0</translate>
<rotate sid="jointOrientZ">0 0 1 0</rotate>
<rotate sid="jointOrientY">0 1 0 0</rotate>
<rotate sid="jointOrientX">1 0 0 0</rotate>
</node>
</node>
</node>
</node>
</node>
</node>
</node>
why i have one or more transform for each node?
Is that the bind pose?
because i must get the transformation matrix in the animation section , for the frame key current is correct?
Then this is a start keyframe?
Thanks.