I'm really surprised I haven't heard anything back. I'll share this 
morning's progress so far.

I've learned that I need to set up a Skeleton, which contains 
Vector.<SkeletonJoint>.  "joint index" is the index in this vector.
SkeletonJoint stores the "inverse bind matrix" in a raw Vector.<Number>, and 
the joint name.

I assume that the joint index I need to set into SkinnedSubGeometry nodes 
are the joint index into Vector.<SkeletonJoint>.

I expect that, from here, something drives the Skeleton for animation. 
 Probably SkeletonPose and SkeletonTreeNode (and its subclasses).

-Dave

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