I use IGame to export the skeleton, but have some questions. I want to calculate the binding position with the skeleton. The function with
IGameSkin->GetInitBoneTM(IGameNode * boneNode, GMatrix &intMat)
can get the bone TM when skin was added. But it will return false the the param is root bone. There is another function
GetInitSkinTM(GMatrix & intMat)
in IGameSkin. But it always return a Identity matrix. So how can I get the binding position with root bone?