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Position camera to 'head' joint's position in skeletal animation

Found the solution, i need to multiply with finalBoneMatrix with the inverse of the InverseBindMatrix, and ofc the model matrix to move it to world space.
Avi's user avatar
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Position camera to 'head' joint's position in skeletal animation

I think you want to multiply the two matrices together and pull the transform out. You are pulling the translation vector out of the final bone matrix but omitting the scaling and rotation. Try this: <...
Ian Pilipski's user avatar

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