Ah thanks nkast
I see the time stamps in the animations can start beyond zero.
Im actually pulling the wrong index for all the starting indexs.
Probably the only value i didn’t look at in the output.
interpolationTime: -1.75
name L_Hand
AnimationTime: +0.00
q : index1: 0 index2: 0 time1: +0.583 time2: +0.917 interpolationTime: -1.75 quaternion: x: -0.314 y: -0.006 z: -0.304 w: +0.899
p : index1: 0 index2: 0 time1: +0.583 time2: +0.583 interpolationTime: -∞ position: +10.826 , +0.00 , +0.00
Ah wait that leads to another question …
Is that right grab the before time index of the animation in this scenario which would actually mean starting with the last frame of the animation ?
Or are we supposed to be manually add in the starting bind pose and insert it into frame 0 for time 0?
Re:edit yep weird the last frame is basically time 0 so i guess that is how it is meant to be.
The nuget assimp.net is like 30mb alone so it’s pretty fat but it should just work.
dude.fbx from the xna skinned model.

victoria hat dance from the xna better skinned model. (hat isn’t working)

I added the ability to just make the total frame time longer.
I put a specular light in the shader for the example, im not using phong im using my own reflection based lighting which is very maluable and doesn’t use a half vector, but its not using any values out of the fbx file to alter the shader to it or anything i just kinda figure meh.
I also have no clue how to actually pull a texture out of a fbx if its embedded in the file itself ?
Well it works for rigged animations atm and it can run multiple animations.