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Loosing materials when adding IK transformations to the bone?

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.. computing IK after applying standard animations

.. calculate the matFinal which is the resulting pose of the IK

// mess up materials
frame->TransformationMatrix += matFinal;

If I don't add the matFinal to the bone's transformation matrix, and matrix stays the same.
But if I add to it, the whole mesh turns black.
Any ideas why?


I would get some obscure matrix like this, where the _44 part is extremely large

8.03239    0.000804141    0.0285331    0    
-0.0285433    0.0901246    8.03099    0    
0.000484145    -8.03104    0.0901269    0    
0.000702    -0.085437    0.082161    9   

Should I or should I not just concatenate 2 matrices together to the get the bone's current transformation?


I already have this in my code, strange?

d3d::m_pDevice->SetRenderState(D3DRS_LIGHTING, TRUE);
d3d::m_pDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
d3d::m_pDevice->SetRenderState(D3DRS_NORMALIZENORMALS, TRUE);
d3d::m_pDevice->SetRenderState(D3DRS_AMBIENT, D3DColors::WHITE);



Edited by lucky6969b

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frame->TransformationMatrix += matFinal;

You have to multiply matrices to combine them (in the good order).

Edited by Alundra

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