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Skinned meshes with the fixed function pipeline

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Hello, I was reading this articles (http://www.moon-labs.com/resources/d3dx_skinnedmesh.pdf) about skinned mesh animation and it uses a vertex shader for the vertex blending, but I want to use fixed function pipeline only for the moment (I don't want to learn shaders, yet because I have enough new stuff at the moment). So I found, that the fixed function pipeline has some capabilities to use vertex blending, but I could not find a good resource which explains how to do it. And how I can use them with meshes stores in ID3DXMesh'es loaded from X-files (probably you can guess by now, that I'm really new to meshes, x-files and vertex blending and everything of this stuff)? The blending weights and everything are included in the x-file (I'm using the tiny.x from the sdk). I hope you can help me :-) Thank you!

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"Vertex Tweening" and matrix palette skinning were possible in the fixed function. I wrote a simple sample of it using D3D8 and VB6 many years ago: here if you're interested.

Running a quick search pulled up:
Using Vertex Tweening for Animation
Implementing Skin Meshes with DirectX 8

Don't be put off by D3D8 resources - the FF is pretty much static (or dead) now so you can roll back to previous versions for tutorials without too much difficulty. I highly recommend you jump on the shader bandwagon ASAP though [wink]

hth
Jack

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Today I had finally the time to dig into the articles and it is as I feared: using the FF is much harder than just using a shader. But I'll have to do it the hard way, at least for now.

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