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Player Char Anim. or inventing the wheel every frame

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hi i got a very nice player modell and i want to animate this via bones or something inside my engine i divide the model into different materials (player.x file) ok via drawsubset(x) i can render different parts of object but when changing the rotations for an lower arm for example the connection to the upper arm is also moved.. i think they all call this Skinned Mesh ok, one stupid solution i load the file and create a second player mesh and copy all the time all vertices for the original one to the destiny model... every frame... that can be hard with a lot of humans in view there must be something else the skinned mesh of the sdk is not helpful, because Microsoft directx brings the functions in the demos not at the straight point they divide all importand things accross their demos, i need to be an hacker to understand the microsoft sdk other brings mesh sdk.. but i dont know if i am allowed to use that in an maybe commercial thing... is there any useful way ? greetings Aragon

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sound good in theorie

but was is that?


is ther any USEABLE example what you talk about?

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