Hi, all, just a quick question about the node heirarchy when defining a skeleton. I’m taking a look at the ‘root’ node in a skeleton, and calculating the matrices down from the root node, through the children, ie, ParentMatrix * <node matrices>. After calculating the node transform tree, I’m recursing back down through this tree and calculating the origin of the local co-ordinate matrix, ie, LocalAccumulatedMatrix * [0, 0, 0]. When I attempt to draw lines from parent to child, the skeleton appears completely wrong.

Am I interpreting the visual scene node structure incorrectly? I’m assuming passing the node heirarchy of a skeleton, and simply calculating the accumulated matrices, will result in the bind pose matrices of the skeleton?

Is this correct, or I’m missing something?