I'm trying to set up a skinned mesh keyframe animation system in my game. I create the mesh/bones in 3ds Max, export via FBX, then use the FBX SDK to get at the data to bring into my game.
I'm pretty sure what I need for a basic system is the following:
a) vertex positions of the mesh (in it's bind pose)
b) bone weights for each vertex
c) bone hierarchy
d) transform of each bone in it's bind pose
a) for each pose, the local rotation of each bone (relative to it's parent).
Then I can smoothly go from one pose to another using interpolation (which I have working.) I'm not concerned with timing yet, I'll leave that for later.
I don't know how the files should be set up. Right now I have my bind pose mesh and bones in one file. Do I make a new file for each pose (or poses in a looped animation) ? Or maybe the poses need to be in the same file as the bind pose because transforms are relative to it ? Do I store each pose in a keyframe ? I'm lost.
I'm still learning how to extract data from FBX files and that's confusing me as well. I have more questions but I'll leave it here for now.
Any help/insight would be great.
Edited by Endemoniada, 06 July 2014 - 10:11 AM.