Bone *f = (Bone *) D3DXFrameFind(m_pMesh->GetFrameRoot(), "ET_YELL02");
D3DXMATRIX mat;
D3DXMatrixIdentity(&mat);
D3DXMatrixInverse(&mat, NULL, &f->matCombined);
D3DXQUATERNION q;
D3DXQuaternionIdentity(&q);
D3DXQuaternionRotationMatrix(&q, &mat);
No matter what the coding looks, the orientation is wrong. Any lights?
Thanks
Jack