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coollofty

problem about how 3dsmax bone matrix to world matrix

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I know, INode::GetObjectTM can get the full world transform with object space offset. But if you linked a object to a bone, then the matrix which get from INode::GetObjectTM method is the bone space matrix. And, if I attached a object to this bone, I must get the bone's world matrix, then I can use the matrix to transformoing attached object. So, my question is: How to get the bone's world matrix? the final world matrix.

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