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Epic Battle : Skinned Mesh VS Tweening

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Hey all, I was hoping to get some advice. I have bones, weights, animation, and mesh data (non-indexed) from a non-X file, and I can't pre-convert the data into an X file either. The software is being built as a tool to an already released product with data held in engine-specific encrypted files, so in order to support updates and content packages, I'm going to have to do everything on load time. Now I needed to consider rendering performance, and general ease of development, so this is where the advice comes in. I could try to convert all of my data into X file format, and use D3DXLoadMeshFromXInMemory to render like a standard X file. I could also try to create my own hierarchy and setup vertex tweening, but support of both tweening and the matrix pallet could influence that as well. I know that some tweening is done on the hardware, and I have no idea how much of the X file rendering is handled on the hardware. Basically, there seem to be a lot of different ways I can get these polygons on screen, but I was hoping for a performance evaluation/opinion.

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