Animations
Working on implementing the animations was pretty fun. The hardest part of it were skeletons and how animations can use the same mesh, but with a different skeleton. I took the animations from Mixamo and testing was pretty hard, mainly because I would get error messages even though I was using the same skeleton for different animations. The issue was that Mixamo might change the skeleton based on the animation, so when importing a new animation the skeleton might not be compatible and the animation was not working. Importing Animations I'm using Assimp to import models, skeletons and animations. Importing models was pretty easy, but when I started to deal with animations I understood at what point FBX are weird. Because of how they separate the transforms Assimp has to create "helper" nodes and add them to the skeleton. I had to make a function to collapse those nodes into the actual bone like so: while (src->mNumChildren == 1 && IsAssimpFbxHelperNode(src-...