| Anddos (5) | |
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Was'nt sure where to post this as there is no game programming section I am new to DirectX and have an animated model up on screen thats in .X format, what i want todo is render the bones, there is 35 of them Here is a list Bip01_R_UpperArm 0 Bip01_Spine3 1 Bip01_Neck 2 Bip01_Spine2 3 Bip01_Spine1 4 Bip01_R_Clavicle 5 Bip01_Spine 6 Bip01_L_UpperArm 7 Bip01_L_Clavicle 8 Bip01_Pelvis 9 Bip01_R_Thigh 10 Bip01_L_Thigh 11 Bip01_R_Calf 12 Bip01_R_Foot 13 Bip01_R_Toe0 14 Bip01_L_Calf 15 Bip01_L_Foot 16 Bip01_L_Toe0 17 Bip01_L_Forearm 18 Bip01_L_Hand 19 Bip01_L_Finger1 20 Bip01_L_Finger11 21 Bip01_L_Finger0 22 Bip01_L_Finger01 23 Bip01_L_Finger02 24 Bip01_L_Finger12 25 Bip01_R_Forearm 26 Bip01_R_Hand 27 Bip01_R_Finger1 28 Bip01_R_Finger11 29 Bip01_R_Finger0 30 Bip01_R_Finger01 31 Bip01_R_Finger02 32 Bip01_R_Finger12 33 Bip01_Head 34 heres how the update function gets the bone matrix // set FinalMatrices to that frame's offset matrix FinalMatrices[i] = *pMeshContainer->pSkinInfo->GetBoneOffsetMatrix(i); // multiply that by the animated frame matrix FinalMatrices[i] *= *pMeshContainer->ppFrameMatrices[i]; now do i need to convert the FinalMatrix array to D3DXVECTORS? | |
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| garycharles243 (1) | |
| it is a language | |
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