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Fragmo

X File - transforming a skinned mesh

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Alright, a skinned mesh in an x file has matrices in 3 different nodes, the Frame, SkinWeights, and AnimationKey. Could someone tell me the multiplication order for these matrices if I were to render each mesh subset manually. I''m not interested in using the provided mesh APIs since I''m trying to convert the x file data to my own format. The one that is tripping me up is the AnimationKey. Is each animation key combined with its parent, do they need to be multiplied with the Frame matrix?? I''ve tried just about every combo I can think of and nothing seems to give the right results. I have noticed that rendering with only the SkinWeights transforms the skeleton will match the inital pose of the mesh, and using only the Frame transforms appears to be the first frame of animation (using tiny.x). Thanks in advance, Dave

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