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Martin Foerster

Apply modfications to Matrix-Palette-Skinning

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Howdy, for a few days I am coping around with a silly problem... I am rendering an animated model with several bones and standard matrix-palette-skinning. That works fine by now. But I need a ''mirrored'' instance of this model, as if you would apply a scale matrix with the following parameters, S(-1,1,1). I already reflected the geometry, flipped the faces and all that stuff...also works pretty good. But when I apply the above mentioned scaling matrix to the root-bone-transformation, everything is blown up and animations are horrible. I think it has to do with the DirectX-matrices and how they handle scaling. (Don''t blame me, I hate DX, but it wasn''t my decision ) So my question is: How to correctly apply the mirror transform to the bone-transformations in the bone-hierarchy. Thanks alot

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