Ok cool. File can be found here:
Ah just took a look at it... there is actually lots of stuff wrong with how it loaded the model. It seems to start at spine3 bone node. Or possibly one of the regular nodes before that.
It could just be a setting that's actually probably what it is. Im gonna take a look at it tonight though see if i can't get it too work.
Yah, I just checked out NKasts - it is pretty awesome - pipeline and everything setup.
Yep he dedicated quite a bit of time to it much more then i did.
I've started trying to mimic the Open3mod recently to see what results I get (mostly out of interest).
Ya i checked it out when i started but to be honest it wasn't as much help as just reading the assimp docs.
I like the FBX assets setup since I do want users to be able to switch or modify fbx files to their liking.
If I get yours working completely that would be great as well.
More then welcome, ya that's partially why i started this really maybe even a little more ambitious but not all the pieces are ready yet. I suppose maybe ill start cleaning up a bit it really is a mess.
I find myself a bit confused as I found on the net, some mixed messages about matrices needing to be transposed and some saying they don't need to be.
I'm wondering if I can just do a straight conversion like the Assimp2OpenTK matrix converter does or would need to transpose the result?
Well the animation matrices scale translation all get transposed, for mg you have to convert the assimp quaternions as well if i remember and some other stuff.
Its pretty much all at the bottom of that loader class though in extensions. You can just highlight each and find all references to see what gets transposed or converted.
That class is really just all the conversion extensions just wanted everything to do with the loader for assimp in one spot i know its all over bloated and ugly but kinda do that on purpose to force myself to eventually come back to it.
Oh ya i totally forget to tell you... hit project > properties > application tab on the left > look for the drop down for output and select console. You can get a ton of debug info when you run anything that loads from the full animation key dump to all the bones and all the nodes meshes and all kinds of stuff.
Let me know if you try it in nkasts and it works pretty sure that's a bug in my code.