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I am experimenting with SkinnedMesh sample in Microsoft DirectX SDK June 2010. I am trying to understand how offset matrices work. The .X format comes with Offset matrices for every bone, but I am trying to recalculate them, and I am totally lost here.

This is the Offset Matrix of the pelvis Bone from .X format:

Bone 9:  Name: Bip01_Pelvis

|-0.000002     0.000004      1.278853      0.000000|
|1.123165      -0.000000     0.000002      0.000000|
|0.000000      1.470235      -0.000004     0.000000|
|126.489456    -70.579353    -0.141854     1.000000|

This is the Local Transformation Matrix of the pelvis bone, again from .X format:

Bone 9:  Name: Bip01_Pelvis

|-0.000000     0.011807      0.999930      0.000000|
|1.000000      0.000001      -0.000000     0.000000|
|-0.000001     0.999930      -0.011807     0.000000|
|-2.454305     -1.950977     -0.000005     1.000000|

What is the formula to calculate Offset Matrices?

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