Need help with skeletal transforms (GLTF)

I’m trying to load skeletal animations from GLTF files into my program, but I can’t figure out how to calculate the global transform matrices… i guess?

So i tried to solve the simpler case of calculating the global transforms in the bind pose, because i can test if it’s producing an identity matrix when multiplied by the inverses in the skin. And i’m not getting identity matrices out, and i can’t figure out what the issue is.

code: Dropbox - gltfcheckbones.cpp - Simplify your life

What am i doing wrong?

EDIT: currently i suspect that the inverse bind matrices outputted by the blender GLTF exporter are simply wrong, because i don’t seem to have the issue with the sample models.