I am trying to implement skeletal animation in my engine using ASSIMP. So far I have the model loading and rendering fine.. I am pretty sure the per-vertex inputs are set up correctly with the proper bone IDs and blend weights, and I think the shader itself is correct.
The basic problem I think is I have an incomplete understanding of the use of the transformation matrices to generate the final bone matrix. ASSIMP provides key frames made up of positions, rotations and scaling factors. There is also a “bone offset matrix” provided, which is also called the inverse bind …