AnimDiff: Comparing 3D Animations for Revision Control
What we see above is actually an important part of the animation. Patch wise care 365 https://sneakers-top.ru/forum/?download=3399. You could begin by loading a mesh for every key frame like the old quake games did. I have loaded in a model to my C++ OpenGL game.
C++ - Matrix calculations for gpu skinning - Stack Overflow
Includes a native OSX Client. This method is probably the simplest, but most naive implementation, since you need to load multiple models for each animation. So far I've tried creating a separate, yet perfectly matching armature (for animation export and own convenience) and an object hierarchy (for model export), with intent to then constrain the individual objects in the hierarchy to follow their corresponding bones in the armature. This is an update to the progress I am making with key frame skeletal animation using the Assimp Importer in my own renderer.