private void targetJoint(SkeletonPose pose, int jointIndex, SimpleVector bindPoseDirection,
SimpleVector targetPos, final float targetStrength) {
final int parentIndex = pose.getSkeleton().getJoint(jointIndex).getParentIndex();
// neckBindGlobalTransform is the neck bone -> model space transform. essentially, it is the world transform of
// the neck bone in bind pose.
1- final Matrix jointInverseBindPose = pose.getSkeleton().getJoint(jointIndex).getInverseBindPose();
final Matrix jointBindPose = jointInverseBindPose.invert();
.........................
// now remove the global/world transform of the neck's parent bone, leaving us with just the local transform of
// neck + rotation.
subGlobal.matMul(jointBindPose);
2- subGlobal.matMul(pose.getSkeleton().getJoint(parentIndex).getInverseBindPose());
.........................
}
But the inverseBindPose matrix is not the same for all the bones ?
In 2 can I use the inverseBindPose calculated in 1 ? No ? why ?