I am trying to debug a mesh that I have exported from Maya. However the local axes for the rigged skeleton do not look the same as in Maya. I am using the following code to draw the local axes. Can somebody please tell me if I am doing something wrong?
The information of the bone are in the "skeleton system", not in the "worl system", even if you used _getDerivedPosition.
So you will need to take into account the matrix of the skeleton too.
We should do a wiki on this, because this question comes up so often.
So if I understand you correctly even to display the local axes at every joint, I'll have to apply the hierarchical composite transformation, right? I am not worried about the positions right now (I think), because the positions of bones look right. I need to figure out conversions between two different versions of local-axes at every joint.