

...Well, here I go just in case some of the new scripters have any clue about all this "mesh", I mean... matrix!
fRestMatrix (LM_Matrix)
the transformation matrix for the bone at rest
fMovedMatrix (LM_Matrix)
the transformation matrix for the bone's current alignment
fPtMatrix (LM_Matrix)
the transformation matrix for the influence the bone has over vector points
Well, that's all the info in the manual and I really don't know how to start to explain, but I'm treating to improve/rewrite that "my most personal script" and I'm thinking how bone matrices can help for such a task... Basically, that script copied the actual points position during animation into frame 0 to get points don't be affected by bone translation but they be affected by bone roation and bone scale, all to treat to obtain a "curious" non linear animation way of work, I mean, points were not limited to an "invariable" skeleton, ejem! Well, I said it was personal... But the most curious thing is finally it worked (more or less) in the way I expected! Although I had to fix some problems in a very complex way that involved actions and other mends that I'd like to avoid by means of bone matrix understanding.
So... here is the issue, If I have a correct concept about this bone matrices do (that I doubt), could I "counteract" the matrix movement translating it in the opposite direction to get points doesn't be affected by the bone movement? Or should I move an inverted matrix in the same way as the bone moves to get this effect? The fact is that as soon as matrices start to be inverted and moved, besides my mind start to overheat, I only get strange results, and worse, it seems that bone position is affected on the process! Thing that, if inevitable, would ruin any hope to get it works...
Uf... anyway, as I think I'll never could explain it in words and I've been trying to modify that old LM "Hanging Bones" embedded script to obtain the wanted result. I'm going to upload it just in case someone be intrigued enough and want to take an eye into it...
http://www.mediafire.com/?kyymodgmdxd
Treat to translate the bone called "Dangler" in other frame than 0 to see how it works!


Anyway, if you consider all this as a thorny/weird issue into you don't want to be envolved (or have something to do with it), but you have some idea (or link) of how all this matrix thing works that you think could be useful to me... please, I'll be all ears! And I'll be very grateful

...THANKS for the reading! (And greetings
