4
\$\begingroup\$

I want to port a rigged mesh from a custom format to COLLADA. The bones I have define a position for the bone (local) and a matrix that transforms the child-bones' positions into the next-higher coordinate space. (The position of the root usually is {0, 0, 0}.)

How can I convert these to the inverse bind-pose matrices used for COLLADA?

\$\endgroup\$

1 Answer 1

4
\$\begingroup\$

Concatenate (multiply together) your local transforms to get a world transform for each joint. Invert each world matrix.

\$\endgroup\$

You must log in to answer this question.

Start asking to get answers

Find the answer to your question by asking.

Ask question

Explore related questions

See similar questions with these tags.