I'm trying to learn how to do skeletal animation in Assimp and, as many people told me already, it's pretty harsh.
Until now I didn't really care about the order of the nodes and the respect to each node's parent. I just queried each node's mesh(es) and uploaded the required data (vertices, uvs, normals) to the GPU.
The result was looking good. I could even display models (that could also contain animations) in their bind pose without errors.
So, after attempting to learn skeletal animation I have a two questions:
1. Each node has a Matrix4x4 mTransformation member and I don't know why. Is it supposed to transform the vertices of the related meshes? Until now I didn't care about this data member at all.
2. Is there a good book that covers this subject widely? The (many) online tutorials I found are hard for me to understand.