Skeleton * BVHParser::createSkeleton() { Skeleton * s = new Skeleton(); // set default pose... Joint * b = createJoint(_root); if( !s->setJoints(b) ) { delete s; return 0; } Pose * pose = new Pose(s->getNumJoints()); for(int i = 0; i < _linearNodes.size(); i++ ) { BVHNode * n = _linearNodes[i]; pose->transforms[i].rotation.identity(); pose->transforms[i].position(0,0,0); } s->pose = pose; s->init(); return s; }