# jasonhtml

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1. ## understanding SkinWeights in the .x file format

ok, i think i understand now... so, if the bone doesn't already fit directly to the mesh, then i would have to supply an offset to put the vertices in their respective bone space. otherwise, i would just put the negative offset of the bone to put the vertices in the bone space(at 0,0,0 if the bone is already positioned according to the mesh) so, then the only point of having the SkinWeights matrix is so that one set of bones can work with many different meshes without altering the bone set in any way. correct? i hope that made sense :/ after reading it, i can tell it might be hard to understand EDIT: after looking at another .x file for reference, i figured it out. i was only partially right. "i would just put the negative offset of the bone to put the vertices in the bone space(at 0,0,0 if the bone is already positioned according to the mesh)" should be: i would just put the negative offset of the bone AND ITS PARENTS to put the vertices in the bone space(at 0,0,0 if the bone is already positioned according to the mesh) so, thank you for the help and the article! [Edited by - jasonhtml on January 16, 2008 7:53:28 PM]
2. ## understanding SkinWeights in the .x file format

thx... but, i dont really think that answers my question... i just want to know what the SkinWeights matrix is. because all position/rotation/ect data is already accounted for in the FrameTransform, ect.
3. ## understanding SkinWeights in the .x file format

ok, well i dont get what that means exactly... because isn't the world space coordinates of the mesh already set by the Frame's position and it's parent's?
4. ## understanding SkinWeights in the .x file format

i've been learning the basics of writing a text .x file and so far i've got the hang of most of it except for SkinWeights. this was taken from a .x model and im just using it as an example: SkinWeights { "Joint1"; 1; 1116; 1.000000; 1.000000,0.000000,0.000000,0.000000, 0.000000,1.000000,0.000000,0.000000, 0.000000,0.000000,1.000000,0.000000, -2.038026,-2.592926,0.183448,1.000000;; <- what do these values represent? } i understand that frame transforms have a 4x4 matrix for their rotation, position, ect. but why would the SkinWeights need it?