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Update README.md
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zhehaoli1999 authored May 20, 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), $\widetilde{\mathbf{x}} = [\vec{\mathbf{x}}, 1] \in \mathbb{R}^{4 \times 1}$ 。

这里4x4矩阵对3维向量的变换可以使用`GfMatrix4f`[`TransformAffine`](https://openusd.org/dev/api/class_gf_matrix4f.html#ac379f460c0ef02fddd31ee3dc11f284d:~:text=%E2%97%86-,TransformAffine(),-%5B2/2%5D) 函数实现。
这里4x4矩阵对3维向量的变换可以使用`GfMatrix4f`[`TransformAffine`](https://openusd.org/dev/api/class_gf_matrix4f.html#ac379f460c0ef02fddd31ee3dc11f284d:~:text=%E2%97%86-,TransformAffine(),-%5B2/2%5D) 函数或[`Transform`](https://openusd.org/dev/api/class_gf_matrix4f.html#ac379f460c0ef02fddd31ee3dc11f284d:~:text=%E2%97%86-,Transform(),-%5B2/2%5D)函数实现(根据你的实现方式选择使用哪一个,先阅读一下两个函数的文档)

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

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