i guess this would be considered another 3ds parsing question, although i have no problem parsing the file but rather displaying it.
what i have so far:
a 3x3 rotation matrix
xyz translation vector
for all key frames a translation, xyz
for all key frames a rotation angle and vector
and object data
i built a bone structure in 3ds. Now the problem comes in displaying with all these rotations and translations. The process ive done so far is this: first translate negitive direction, then rotate using the rotation matrix. This moves all the objects to the origin and rotates them the same way. then i do frame translation and negitive rotation. This method works for the first frame. I have found that you need to multiply the current matrix by every frame rotation up to the frame you want. This kind of works. the object stay in the right positions, ie the hand does not detatch from the forarm. however it appears the rotation is incorrect. for example when i rotated the waste in 3ds around the y, in my program the character bent around the z. Ive tried switching the y and z, that causes hell. I think i have a basic lack of rotation basics. please help
thanks,
the_sausager