This is a specialization on
VertexTransformthat returns the transform necessary to move vertices as if they were assigned to the indicated joint. The geometry itself should be parented to the scene graph at the level of the character’s root joint; that is, it should not be parented under a node directly animated by any joints.
Multiple combinations of these with different weights are used to implement soft-skinned vertices for an animated character.
Constructs an invalid object; used only by the bam loader.
Constructs a new object that converts vertices from the indicated joint’s coordinate space, into the other indicated joint’s space.
- JointVertexTransform(CharacterJoint *joint)