so I've been working with alot of common interfaces and the typical layout for this data seems to follow:

- LRS (Loc, Rot, Scale) >( calculated to )> 3x4 transform matrix (Parent Relation)

- 3x4 local-bind matrix (Parent relation)

- 3x4 inverse-bind matrix (Inverse-World Relation)

the most important matrix is the transform matrix, which should be the same as either the local-bind matrix, or in some cases, the world-bind matrix

the inverse-bind matrix is usually not needed, but is usually pre-calculated to save processing power.

and then there's the world-bind matrix which is usually dynamically calculated by multiplying the local-bind matrix with the parent world-bind matrix.

(inverting this creates the inverse bind matrix)

so what I want to know is:

how do I check that the supplied data (unknown relation) matches these standards??

extra info: (for noobs)

Q: what do all of these matrices do exactly

well, the LRS is added to the animation's current-frame transformations before being calculated into a local-bind matrix.

this is multiplied with the inverse bind before being weighted and added to an influence matrix specified by a weight group to transform a given vector by.

the vertices are multiplied by the full 3x4 influence matrix, while the normals are only multiplied by a 3x3 rotation matrix (stripping the location from the influence matrix (not certain about the scale))