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Skinned meshes are displayed unexpectedly

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As title. I've tried to practice a skeletal animation with skinned meshes. The frames are hierachical and there is only one skinned mesh with texture mapping. The model is a human body. Here is the problem. All parts of the body are transformed into wrong positions in the way that they all seem to be in the positions close to the world (global) origin, such as paints, sleeves and the head. I completely have no idea what's going on! The executable I've tried to run comes from the Chap 04 example of the book, "Advanced Animation With DirectX (Premier, 2003)" by Jim Adams. I have already fixed some bugs coming from different SDK versions.(Mine is released in April 2006) So, could anyone who have tried these examples of the book code successfully tell me what more should I do to fix this problem? Thanks. Here is the book code. http://www.csie.ntu.edu.tw/~b91118/AdvacedAnim%5b1%5d.WithDirectXcd.zip And here's my fixed code http://www.csie.ntu.edu.tw/~b91118/Chap04.rar [Edited by - Kai Fu Chang on June 11, 2006 4:58:57 PM]

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As I could remember, that book is very famous about its problematic sample.
I am sorry i don't have time to check your code but i believe the following link with working code sample will help you a bit.

http://www.toymaker.info/Games/html/load_x_hierarchy.html

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In this case, I'll call it "notorious" rather than "famous"!!!
I've visited this website and haven't found anything useful yet.
But thanks anyway!

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