> I can export one from 3dsm and it plays in the mesh viewer - so now i need
> to write some functions to get it in my game.
> I've tried to learn from the skinmesh example - but haven't got a clue
> What i'm looking for really is a theory.. like 'you need to create this so
> that this can do that and read from there' etc more than just code.
Real time Rendering 2nd Ed. has a section on vertex blending theory. Game
Programming Gems I has a couple essays on it as well. However, I would look
up the papers by Jeff Lander that he wrote for game developer magazine. He
did a few on character animation. You can find them on his site
http://www.darwin3d.com/gamedev.htm. Check the years 1998-99 for the
animation ones IIRC. And finally, another good paper on vertex blending is
DirectX 8.0: Enhancing Real-Time Character Animation with Matrix Palette
Skinning and Vertex Shaders avaliable at
Quote:> Am I right in thinking that when you export your .x you export the bones
> directx uses the bones for the animation instead of keyframes?
It exports the bone hierarchy and for each bone saves a set of keyframes.
The application then determines which two keyframes we are inbetween, and
then interpolates between those two.
> Thanks for any help, this seems to be the most confusing part of directx