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.ms3d skeletal problems

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Here's how the mesh looks like in MilkShape:




Here's how the keyframe looks like:




Here's how it looks in my game:




Does anybody know why the hand vertices aren't getting transformed by the rotation matrices?


Relevant source code:




I figured it out. Since the hand bones didn't have any keyframes, I was setting the absolute mesh matrix instead of using the parent matrix multiplied by the relative hand matrix.

Edited by polyfrag

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