// create a relative deformation matrix to describe displacement
// from the base mesh, which is used by the actual weighting
Matrix4x4_FromArray12FloatD3D(&mm, model->data_baseboneposeinverse + i * 12); // baseboneposeinverse is 4x3 row-major
- Matrix4x4_Concat(&boneposerelative[i], &bonepose[i], &mm);
+ Matrix4x4_Concat(&mm2, &bonepose[i], &mm);
+ Matrix4x4_Transpose(&boneposerelative[i], &mm2); // TODO: Eliminate this transpose
}
}
else