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UpdateSkinnedMesh messes up my normals?

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Hey Guys, I am trying to do some software based skinning. Everything is working except for the fact that when I call UpdateSkinnedMesh my normals seem to get screwed up. This seems to happen when the matrices that I pass to UpdateSkinnedMesh have values in the diagonal (scaling?) which my model for some reason apparently has. Do you have any idea why this might happen?. Just in case here is a copy of the model I'm using (.X format): Model Cheers, G

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Did you try re-normalizing the normals?

device->SetRenderState(D3DRS_NORMALIZENORMALS, true);

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I found out what the problem was. It was a problem with my shaders, I was using a float4 for my normal instead of a float3. When I normalized the vector obviously the values were all wrong since they took what ever number was on the last position of the vector as part of it.

Thanks for the help nonetheless Gage64.

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