if i have a setup where in order to transform a bone, I have to:
node.transform = scale(node.transform, 2, 2, 2)
then
bone_transform = inverse:offset_matrix *
(node.parent.transform * node.transform) * (inverse:node.parent.transform) * offset_matrix
However this only works properly for bones that doesn't have any children (or the bottom-most in the node hierarchy)..
therefore having trouble when traversing through the bones part..
how would I do this correctly to get the correct bone_transform for all bones..
So if I want to transform any bone anywhere in the hierarchy (using node.transform), it would also adjust all its children bone_transforms correctly..
maybe something like:
mat4 transform = node.transform
while (node.parent != 0) {
if (node.is_bone) {
transform = node.parent.transform * node.transform
}
node = node.parent
}
or something with node.children recursively?