I'm trying to understand how the internals of the irrlicht skinned mesh animation system actually works, by reading the code of the loaders i guess i figured out what exactly each matrix represents, however i would love if someone can confirm my thoughts.
Joint LocalMatrix contains the transformation relative to its parent joint.
Joint GlobalMatrix contains the transformation in object space (relative to the mesh itself), on root joints, LocalMatrix equals Globalmatrix.
Is that correct? I ask because i am working on a custom animated mesh format and im about to write the export code for the bones and need to know how irrlicht does handle this in order to write the most optimized export format.
Thank you guys
