It seems to work better now. Granted, it isnt an identical copy of the Blender version, but it is pretty good.
Edit:
Nope, still broken :roll:
Egon, is your implementation of matrices standard? I know the loader
im basing this all from uses a different matrix format to you, as you said.
I just wonder if there is something in the matMul that is different in jPCT to c++.
I really want this fixed. I have so much to finish on my FutureRP project.
The annoying thing is that the hardest, most perplexing problem, is the most documented, fundamental skeletal construct.
the c++ model doesnt use ANY invert3x3 on the transforms.
It uses it once, on the vertices, but the keyframe rotations are not subject to rotations.
http://rsn.gamedev.net/tutorials/ms3danim.aspThats the website.
The c++ version seems to be column major...
// Matrix data, stored in column-major order
float m_matrix[16];
Whoever provides the solution to my problem, will be held in very high regard by me:)