@JohnnyCode I know, I have had this issue for some time now without an answer so I wasn't very clear, my problem is that when I get rotation data from an animation track, and I want to build the correct matrices in DirectX to play the animation with my model, then I don't understand how I'm supposed to get the inverse bind pose data, because if I get rotation data from bind pose I get the identity matrix since no rotation is applied.
And if I do the inverse of that I get the identity, I assume I'm not supposed to use only identity matrices to play an animation, from my understanding I need to create 2 matrices, an “offset/bone/local" matrix and a "toRoot/world/global" matrix, the latter one is created per frame and the first one is calculated once and used every frame.
And If I understand correctly the first one is the global/toRoot inverse bind pose matrix.
But if I get the rotation data from the bindpose then I only get the identity matrix?