#include "../Common/Common.h"
const char * SAMPLE_FILENAME_BEFORE_SWITCH = "Bind_Before_Switch.fbx";
const char * SAMPLE_FILENAME_AFTER_SWITCH = "Bind_After_Switch.fbx";
int main(int , char** )
{
    
    InitializeSdkObjects(lSdkManager, lScene);  
    
    bool lResult = LoadScene(lSdkManager, lScene, SAMPLE_FILENAME_BEFORE_SWITCH);
    if( lResult )
    {
        
        SwitchBinding( lScene );
        
        lResult = SaveScene(lSdkManager, lScene, SAMPLE_FILENAME_AFTER_SWITCH);
    }
    
    DestroySdkObjects(lSdkManager, lResult);
    return 0;
}
{
    
    
    
    
    for (int lClusterIndex = 0; lClusterIndex < lSkin->GetClusterCount(); ++lClusterIndex)
    {
        FbxCluster* lCluster=lSkin->GetCluster(lClusterIndex);
 
        lClusterArray.
Add(lCluster);
 
    }
    
    
    for (int lClusterIndex = 0; lClusterIndex < lClusterArray.GetCount(); ++lClusterIndex)
        lSkin->RemoveCluster(lClusterArray[lClusterIndex]);
    
    
    
    
    
    lClusterArray[0]->GetLink()->LclTranslation.Set(
FbxDouble3 ( -11.0322688253132,5.3883395780739,0) );
 
    
    
    lPoseNodeArray.
Add(lCylinder02->GetNode());
 
    
    
    
    FbxAMatrix lTransformMatrix, lTransformLinkMatrix;
 
    lTransformMatrix = lCylinder02->GetNode()->EvaluateGlobalTransform();
    for(int lClusterIndex = 0; lClusterIndex < lClusterArray.GetCount(); lClusterIndex++)
    {
        
        lClusterArray[lClusterIndex]->SetTransformMatrix(lTransformMatrix);
        
        lTransformLinkMatrix = lClusterArray[lClusterIndex]->GetLink()->EvaluateGlobalTransform();
        lClusterArray[lClusterIndex]->SetTransformLinkMatrix(lTransformLinkMatrix);
        
        lSkin->AddCluster(lClusterArray[lClusterIndex]);
        
        lPoseNodeArray.
Add(lClusterArray[lClusterIndex]->GetLink());
 
    }
    
    lCylinder02->AddDeformer(lSkin);
    
    for(int lPoseNodeIndex = 0; lPoseNodeIndex<lPoseNodeArray.GetCount(); ++lPoseNodeIndex)
    {
        FbxMatrix lBindMatrix = lPoseNodeArray[lPoseNodeIndex]->EvaluateGlobalTransform();
 
        lPose->
Add(lPoseNodeArray[lPoseNodeIndex], lBindMatrix);
 
    }
    
}