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lucky6969b

To reflect bone Pos and orientations to D3DX9 VBs?

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I am currently using the SmartBody library to assist my IK calculation.

 

So now the question, as the character are divided into 4 vertex buffers.

Upper body, lower body, shirt and pants respectively, and they are continuous meshes.

and when the joints are updated, I can get their positions and orientations (probably just need the orientations)

How do I update the VBs in order to reflect the correct pose?

I don't have any links between the mesh and the bone, nor the skinweights information contained within the submesh class.

So do I have add some more information to the submesh class?

 

The SmartBody is currently using the OpenGL API, so I have to figure out how to do the same in Direct3D.

 

Thanks

Jack

 

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How do I update the VBs in order to reflect the correct pose?

 

using skinweights (and vertex blending?). see the june2010 dx9.0c sdk tiny.cpp sample for details including shader code.

 


I don't have any links between the mesh and the bone, nor the skinweights information contained within the submesh class.

 

that might make things difficult.

 


So do I have add some more information to the submesh class?

 

sounds like it. you need a bone, weights, a mesh, and an animation at the very least. and a texture and a material. DX, OGL, some other format, whatever. those are the basic pieces of data required no matter what.

 


The SmartBody is currently using the OpenGL API, so I have to figure out how to do the same in Direct3D.

 

doesn't sound like fun.

 

this may help:

 

http://www.gamedev.net/blog/1729/entry-2261223-skinned-mesh-code-part-1-low-level-microsoft-code/

 

its part 1 of 5 of implementing dx9 skinned meshes, complete with cloned animation controllers and all the rest of the DX9 skinned mesh API weirdness.

 

basically its the bits of tiny.cpp and DXUT required to make a skinned mesh library module all pulled together into a single file, then posted here in 5 parts.

 

you'll probably end up loading in the OGL data, then converting it to a DX data structure. you might do this one time, then save as DX data, or convert every time the game runs.

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