I am attempting to write a Python tool that can take a binary animation format and apply it to a mesh. I have run into an issue that I can’t figure out how to solve: these animations were originally authored in Maya, which has a different joint transform system. In Maya, the animation pose replaces the current pose of a joint, whereas in Blender it seems like the animation pose is added to the joint’s bind pose. The animation data I’m working with needs to be used instead of the joint’s bind pose rather than being applied on top of it.
Is there a way to reconcile these differences?