Quote Originally Posted by User137
Interesting.. I am currently starting a bone animator for OpenGL. Problem with that render recursion is that each polygon may have vertices that belong to different bones. So in theory i should do recursive matrix multiplication (whole bone branch) per vertex? Maybe some faster way?
Well I got the system working last night, what I finally ended up doing was this (I'll post the app once I complete it):
  • Removed All Bones
    Used only Joints (joints have multiple references out and a single parent)
    Joints manage their child joints
    Joints contain methods to: Rotate, Translate, and Scale (recursively or non-recursivly)

This pretty much worked to get things running. Now I'm going to go back and setup properties for Rotation, Scale and Translation as I'm not a big fan of procedures for these operations. That and right now their is no frame of reference . I'll keep everyone posted.