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Multiple Skinned Mesh in one scene

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If i were to use the Skinned Mesh sample in DXSDK, what must i do to enable it to load multiple skinned meshes... should i just copy the existing code and name it as code02 //for the 2nd code02 // for the 3rd and so on? like what they did in the vertex shader?

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As a general rule you should not have redundant code (like it seems you''re suggesting) but instead use loops / function calls to have the same code process multiple objects, no?

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//I edited this code by placing a loadstring(string01) function instead of the "tiny.x"

HRESULT CMyD3DApplication::InitDeviceObjects()
{
HRESULT hr = S_OK;
char *string01 = 0;
// Restore the fonts
m_pFont->InitDeviceObjects( m_pd3dDevice );
// if no filename, use the default
if (m_szPath[0] == ''\0'')
{
DXUtil_FindMediaFile( m_szPath, _T(loadstring(string01)));
}
LoadMeshHierarchy();
if( m_pdeHead != NULL)
m_ArcBall.SetRadius( m_pdeHead->fRadius );
m_ArcBall.SetRightHanded( TRUE );
return S_OK;
}
//this loadstring(string01) calls the function below
char *CMyD3DApplication::loadstring(char *stringx)
{
teststring = "square01.x";
return teststring;
}

// this is not done yet... coz my problem starts here
What I would like to do, is to connect another x file... example "square02.x" after the "square01.x" has finish animating... what is the variable or something that would tell me that the "square01.x" has finished playing so that i can load the "square02.x" after it.

thanks for helping me out

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