text: Skelettal Animation with OTKPosted Tuesday, 13 March, 2012 - 02:29 by XZibit in
  Hey,
  im working on some Project and would now like to have an animated 3d Model walking arround my scene.
  I created a class that lets me import .obj model files and put them into VertexBuffers. Now i want to get Animation
  working.
  I know how this works in generel but i cant imagine on how to do the transformation stuff on my static VBO in OpenGL.
  Can someone explain it, best on a short peace of code so i could comprehend it to myselfe?
  Re: Skelettal Animation with OTK
  As promised!
  I released the source code of a loader and viewer of models, Alias Wavefront OBJ, Quake 3 and Doom 3 (and animations for the last two).
  It's closer to fight with these monsters!
  Re: Skelettal Animation with OTK
  Well! A link to make it more comfortable OpenTK Models Loader&Viewer
  Re: Skelettal Animation with OTK
  Thanks for sharing, very useful library :)
  I ponder though, why did you roll your own Math3D functions instead of using OpenTK.Math?
  Re: Skelettal Animation with OTK
  Thanks for sharing, very useful library :)
  I ponder though, why did you roll your own Math3D functions instead of using OpenTK.Math?
  Certainly there is no reason not to use OpenTK.Math, instinctively try not to use OpenTK.Math that is based on structures (Vector3f, Matrix4f, etc) and have had unpleasant experiences in the past with the data value are structures. For example, if you call a function as
  myfunc (OpenTK.Vector3f v3), you must remember that v3 is a value type and what you get is actually a copy of v3, if you forget this small detail can have problems and I for Unfortunately I have a tendency to forget this.
  Motivated by your post I will consider using only OpenTK.Math.
  PS: I still do not understand why mathematical structures are not within the OpenTK.Math namespace.