Skeleton Animation is definitely very complex.  There are many classes 
involved that you need to understand to get animation working.

This is my understanding of the organization of these classes at the moment:

   - Skeleton/SkeletonJoint - inverseBindMatrix for each joint
   - SkeletonPose/JointPose - orientation, position of skeleton for a single 
   'keyframe' of animation.
   - SkeletonAnimationSequence - sequence of SkeletonPose(s) with durations
   - SkeletonAnimator (or whichever flavor you choose) - top level animator 
   class that application creates to drive animation - play() interface here.
   - SkeletonAnimationState - mesh-level animation state info
   - SkeletonAnimation - geometry-level animation state info
   - SkinnedSubGeometry - the SubGeometry subclass that holds jointWeights 
   and jointIndexes.

There are few working examples of SkeletonAnimation other than MD5 - and 
those have been working sporadically - they may work now, have not checked. 
Richard has been working on AWD2, but I do not know if there is any working 
data or examples there yet.

I am working on Collada and banging my head against this right now. 
 Hopefully I can share working stuff soon on that front.

-Dave

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