After a long week of struggling, asking a lot of stupid questions and nearly giving up at some times, I finally managed to set up a basic skeleton hierarchy and animate it with all vertex weights intact in my FBX Parser. Next goal is to be able to support more advanced skeleton hierarchies and hopefully be able to import our own rigged 3D characters.

Until then, I’ll keep experimenting and reading through all the material I can find on the subject. This is just the beginning, I’m going to continue improving this technique and learn as much as possible in these few months we have left of the project.

Two steps back, two steps forward.