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How do attribute tables and bone combination buffers work?

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I know this thing is good for mesh deformations stuff (bumps) like decals and other effects,

So you can update stuff in subsets in faster speeds.

There is no problem to load them as assets thru D3DXLoadMeshFromHierarchy

Because what the artist has done to the mesh is directly loaded into the game buffers...

But the problem arises when I load them thru assimp.

And I have to create frame hierarchies from scratch,

And I need to specify those things.

I am not sure assimp gives us any helpers on those, haven't discovered it yet.

Any ideas?



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