Hi! Me again!
It's fantastic to be able to do the bones animation on the GPU -- thanks again for implementing that a while back!
There doesn't appear to be a way to access the bone matrices outside of a shader, short of manipulating the bones themselves.
My request is that we have access to the bone matrices in Lite-C before a model is rendered (perhaps in a render event?) so that we can modify these matrices for other skinning, such as
Dual Quaternion Skinning.
Jibb
EDIT: Or, alternatively, a flag for "dual quaternion skinning" and a DoBones equivalent for such modes, since dual quaternion skinning is very common in animation/rendering software and this would be much easier for users.