Hi Spiro, I am wondering what way is the correct way of cloning a static mesh. Because I just have one copy of the mesh, but have several copies of "objects" "attached" to it if I use something like this to iterate many objects of the same kind root = m_pObject->m_pMesh->GetFrameRoot(); f = D3DXFrameFind (root, "Hand"); someMatrix = &f->matCombined; m_pObject will be dintinct each iteration. However m_pMesh will be the same mesh. Therefore, it will retreive the same mesh, several picked-up object will be "attaching" to the same hand. I want "someMatrix" to be different hence "root" to be different over each iteration. Anyways this can be done? Thanks Jack
Hi Spiro,
I am wondering what way is the correct way of cloning a static mesh.
Because I just have one copy of the mesh, but have several copies of "objects" "attached" to it
if I use something like this to iterate many objects of the same kind
root = m_pObject->m_pMesh->GetFrameRoot();
f = D3DXFrameFind (root, "Hand");
someMatrix = &f->matCombined;
m_pObject will be dintinct on each iteration. However m_pMesh will be the same mesh. Therefore, it will
retreive the same mesh, several picked-up object will be "attaching" to the same hand. I want "someMatrix" to be different hence "root" to be different over each iteration. Anyways this can be done?
Thanks
Jack
Hmmm... The cornerstone is I have to retrieve the matrix I am after from the static mesh.... Otherwise, they will be different.
XX <- Mesh Hierarchy
/ | \
object a b c
Actually, I am looking for the hand of the humanoid mesh, it comes from the combined transformation matrix of a single mesh.
There is not a second matrix that I can manipulate which can be used to control the hand. The point is retrieval.
Any help is greatly appreciated!
Thanks
Jack