I've been trying to understand the maths behind Three.JS's skinning and I've been stuck there for a while.
My use case is loading "any" 3D model that is passed through OpenAssetImport and saved in a custom model format (mostly built for a custom native render, but it's just a representation of assimp's data structures).
In this model format I track:
For each bone, I track:
I'm then struggling to re-construct the skeleton in Three.JS. My attempt is this:
THREE.Object3DTHREE.Object3D) it's attached toTHREE.Bonebone.applyMatrix(assimpBone.bindMatrix)THREE.Bone as a child of the THREE.Object3DTHREE.Skeleton with the array of THREE.Bone objectsHowever, for some models this works, while for others I have big errors with meshes being de-formed (even if the base mesh is still at least recognizable).
Example mesh loaded with skinning disabled:
Same mesh loaded with skinning enabled: