I want to use Assimp skeletal animation in a GLUT program using the least possible libraries. I want to do the interpolation of the animation myself. How do I render a frame of the animation by doing the mathematics by using functions I make to rotate and translate points myself. I am planning to use collada files because they are free to use and modify. I need any suggestions to be free to use in any way including using and sharing it as your own property. The player model will always be a human.
The collada file has a bone hierarchy where every bone is a child of another bone except the root bone. The bones can be listed from the root bone to the last bones where every child of every bone is in order.
Whenever you move a bone you move all the children bones and every bone is in control of the vertices near it.
The limbs need to be transformed by the difference in what there position would be per frame by the keyframe positions.
I need to know what glm does in a functional loader to replace glm functions with functions I have written for the transformations.