Inside Maya, I have a point in 3D that was deformed using Linear Blend skinning.

I also have access to the joints in their current pose and in their bind pose as well as the weight values.

I would like to inverse the linear blend skinning to get the original position of that point.

I am using this website (MyCustomSkinCluster.cpp) as reference on the Linear blend skinning formula, it works one way but when I try to reverse it to get the original position it doesn’t give the correct position.

What would be the correct way to reverse it?

I am currently just changing

```
mat = preBindMatrix * mat;
```

to

```
mat = preBindMatrix.inverse() * mat.inverse();
```

To inverse the matrices. I can’t seem to wrap my head around what’s the logic to inverse matrix operations.

Thank you for your help.