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Update README.md
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zhehaoli1999 authored May 16, 2024
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其中 $\mathbf{T}_i$ 和 $\mathbf{B}_i$ 分别为第 $i$ 个关节的 `worldTransform``bindTransform`,
$n$ 为对顶点 $\mathbf{x}$ 产生影响的关节数 (需要通过`jointIndices`的长度除以顶点数得到)

$\~{\mathbf{x}} = [\vec{\mathbf{x}}, 1] \in \mathbb{R}^{4 \times 1}$ , 可以使用`GfMatrix4f`的TransformAffine` 函数实现。
$\~{\mathbf{x}} = [\vec{\mathbf{x}}, 1] \in \mathbb{R}^{4 \times 1}$ , 可以使用`GfMatrix4f``TransformAffine` 函数实现。

你需要实现[`animator.cpp`](../../../Framework3D/source/nodes/nodes/geometry/character_animation/animator.cpp)中的函数:

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