is it somehow possible - using the currently available Assimp nodes in DX11 - to transform some parent node and have the resulting transformation correctly applied to all its children? A little like the SetJoint Base/Animation transforms work.
Check attached patch for wrong behaviour and its hierarchy. The geometry rotates in different directions due to its pivots/parent nodes, desired behaviour would be to only rotate Dummy001 (not some node containing the actual geometry) and have the result propagate down the tree, before outputting all the resulting world transformations. Which results in both tori going the same direction.
This is also a bugger when applying animation channels …
I guess it’s not as straight forward right now as it is inside Unity or some 3d software. This would be my long-term goal, not having to work around these kind of things. Work-around appreciated for the time-being anyway …
Transformation Hierarchy.zip (8.7 kB)