I'm wondering if someone can elaborate on the Offset Matrix found in
the SkinWeights template in the .X file format.
Here's my problem:
I want to be able to transform the bones back to their "original" pose
(ie. the position which was used to weight the mesh). But the .X file
format stores the bone's transformation matrix already transformed by
the animation but the mesh is stored untransformed.
if you take the .X file in the skinmesh example (Tiny.x) for example.
The mesh's position is untransformed (it's in a classic DaVinci pose)
but the bones are transformed to the first frame of the animation!
So I guess the matrix offset can be used to transform the bone back to
their original "Da Vinci" pose also... but I'm not sure how to do
this... can't make heads or tail of what it contains.