(1) I notice that aiScene->mRootNode is not always the root bone of the skeleton. How can we find the node corresponding to the actual root bone? In the example I was looking at, there are some extra ancestor nodes for the root bone node. So, the node which doesn't have a parent happens to be scene's root node and not the node corresponding to the root bone.
(2) Given a pointer to an aiNode, how can we tell whether it really corresponds to a bone?
Thanks!
Last edit: John Aquilio 2018-04-04
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(1) I notice that aiScene->mRootNode is not always the root bone of the skeleton. How can we find the node corresponding to the actual root bone? In the example I was looking at, there are some extra ancestor nodes for the root bone node. So, the node which doesn't have a parent happens to be scene's root node and not the node corresponding to the root bone.
(2) Given a pointer to an aiNode, how can we tell whether it really corresponds to a bone?
Thanks!
Last edit: John Aquilio 2018-04-04
Normally the names used in the bones are the key to find he corresponding node in the node hierarchy.