I was able to build a Skeleton Animation Player, thx to the code from
"AssimpOpenGLDemo for drivenbynostalgia.com, 2012." and other sources.
But now I'm stuck at the camera(-animation).
The DOC says:
// Get the camera matrix for a camera at a specific time
// if the node hierarchy for the camera does not contain
// at least one animated node this is a static computation
get-camera-matrix (node sceneRoot, camera cam) : matrix
node cnd = find-node-for-camera(cam)
matrix cmt = identity()
// as usual - get the absolute camera transformation for this frame
for each node nd in hierarchy from sceneRoot to cnd
cur = eval-animation(nd)
else cur = nd->mTransformation;
cmt = mult-matrices( cmt, cur )
// now multiply with the camera's own local transform
cam = mult-matrices (cam, get-camera-matrix(cmt) )
unfortunately It is not obvious to me what to do :(
a little Test Program in C++ would be helpful.
If Somebody is interested in my Sources for Skeleton Animation / or some one wanna complete the source, get the archive at http://www.sistavip.com/pub/ASSIMPviewer-2014-01-31.rar but be warned: this setup works with Visual Studio 2012 on a x64 windows 7. Sorry for the Size, but this includes the necessary Frameworks and a .fbx scene including an animated Model +animated Camera and animated Light for Testing.
Thx for Help,