I'm trying to implement Skeletal Animation on my engine, but I think I understood the problems wrong or i'm having problems with assimp. I'm using collada files for my project.
See, when i import a non-skinned mesh, it gets loaded properly and i can apply the different meshes local transform to the object and everything works fine. Even with hierarchical mesh structure in the file.
However, if the model has skinning data, with or without animations, the aiNode mTransformation is identity matrix for every mesh, giving me this weird result