I'm trying to import *.x files to my engine and animate them using OpenGL (without shaders for now, but that isn't really relevant right now). I've found the format reference at MSDN, but it doesn't help much in the problem.
So - basically - I've created a file containing a simple animation of a demon-like being with 7 bones (main, 2 for the tail, and 4 for the legs), from which only 2 (the ones in the right leg) are animated at the moment. I've tested the mesh in the DXViewer, and it seems to work perfectly there, so the problem must be the side of my code.
When I export the mesh, I get a file containing lots of information, from which there are 3 important places for the skeletal animation (all the below matrices are for the RLeg2 bone):
SkinWeights - matrixOffset
-0.361238, -0.932141, -0.024957, 0.000000, 0.081428, -0.004872, -0.996669, 0.000000, 0.928913, -0.362066, 0.077663, 0.000000, 0.139213, -0.057892, -0.009323, 1.000000
FrameTransformMatrix
0.913144, 0.000000, -0.407637, 0.000000, 0.069999, 0.985146, 0.156804, 0.000000, 0.401582, -0.171719, 0.899580, 0.000000, 0.000000, -0.000000, 0.398344, 1.000000
AnimationKey matrix in bind pose
0.913144, 0.000000, -0.407637, 0.000000, 0.069999, 0.985146, 0.156804, 0.000000, 0.401582, -0.171719, 0.899580, 0.000000, 0.000000, -0.000000, 0.398344, 1.000000
My question is - what do I exactly do with these matrices? I've found an equation on the Newcastle University site (http://research.ncl.ac.uk/game/mastersdegree/graphicsforgames/skeletalanimation/), but there's only 1 matrix there. The question is - how do I combine these matrices to get the vertex transform matrix?