   A liitle PhysX help
  Quick question, In PhysX what is the difference between Global Pose and Local Pose?Now before you all very promptly point me in the direction of the PhysX Docmentation, ive looked at it, however the explanation is a little brief and the accompanying diagrams are loaded wrong so i cant actually see what its trying to convey.thanks   
  You might head over to the nvidia forums into the physx subforum, the guys there are all familiar with physx.   ;  took me also some time but here you go :Dimagine a character like this:-----------------A-----------------B--------------C-----Dnow you most time have a hierarchy in that stuff, and you can see A/B/C/D have local positions in your hierarchy. (most time even relative to each other)And a actor consists of Shapes, so your Shapes would be 4 and one 1 Actor. Now every of these Shapes must have the right local Positions, while the Actor has your Global Position. Then to correctly transform a Shape you can use your LocalPose multiplied by the globalPose (Its a scaling + rotation matrix) to get your WorldMatrix.If you want to build a hiearchy, you can add Shapes to your actor, one for every Frame in your Hierarchy. And the global Pose will then simple be your Rotate*Translate Matrix, because that one is the same for all your Frame Objects. The LocalPose is different for every of your Frames, it will change, but the globalPose will remain the same.   