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Skinned Mesh loading

Started by IncarnateRW Mar 6, 2003 at 2:29 PM 1 replies 400+ views
Original Post
IncarnateRW
IncarnateRW
I''m having a lot of trouble figuring out how to load a skinned mesh .x file. I have some .x files I made with 3dsMAx, and I can load them fine with the SDK Skinned Mesh sample. unfortunately I have no idea whats happening in that code. I tried looking at the skinned mesh example''s in Jim Adams'' RPG book, but there is no easy example that loads the animations, and whenever I try to modify another example I get crazy results. Does anyone have some straight forward code or example that just loads the skinned mesh and the animation set(s)? Thanks
IncarnateRW
IncarnateRW
Ok, Heres some additional information regarding my problem. I have gotten Jim''s code to load my mesh, but it still does not work properly.
This is what the SDK example looks like, and what it should look like:
http://www.angelfire.com/me5/incarnaterw/screen2.jpg

and here is what happens with Jim''s code:
http://www.angelfire.com/me5/incarnaterw/screen1.jpg

I think all of the parts of the second objects are being rendered as the small "joint" boxes from the first image. Why would this happen and how do I fix it?

Thanks
IncarnateRW
IncarnateRW
Well, In case anyone was wondering, I figured it out. Adams has a section in his code that checks if a particular mesh has been loaded, and he does this by the mesh''s name. since 3dsmax exported doesn''t name the meshes, this code just loaded the first box and assumed all following mesh''s were the same.

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