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Mesh manipulation

Started by TythosEternal Mar 13, 2003 at 6:08 PM 1 replies 700+ views
Original Post
TythosEternal
TythosEternal
I''ve only been working with 3D meshes (ie x files) for a short amount of time, but I''m pretty sure I understand how most of the stuff works. One thing I still can''t figure out, though, is how to manipulate the darn thing. I''m talking about the REALLY, REALLY simple kind of manipulations - moving it by a given vector, rotating around a certain point, scaling it - and I understand the matrix math, but I have no idea how to actually exeute the code. Is there a really basic set of functions (ID3DXMESH8::Rotate(D3DXVECTOR3 Point), or (ID3DXMESH8::Move(D3DXVECTOR3 Vector)...) that I''m missing? And if not, how the heck do you do it? Thanks for the help ahead of time...
"Who's John Galt?"
mickey
mickey
hello,

that''s the advantage of having a frame hierarchy for your mesh. this way, you can manipulate these individual frames. Say a frame for your arm mesh, you just apply the transformation to this frame, and it''s parent frame won''t be affected thought for obvious reason, all the child frame will be affected or will inherit it''s parent''s transformations.
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TythosEternal
TythosEternal
But how do you link frame transformations to a mesh? Not literally - I know pretty darn well how to add an object to a frame - but when a frame is scaled, for example, what changes the size of the mesh? Or, if a frame is moved, it''s all well and good to say that the mesh has moved with the frame, but it hasn''t until something happens to the actual mesh, right? I mean, what determines the position of the mesh in the first place, and how do you change that? It seems like I''ll need a matrix - OK, I got that - and a frame - pretty much everything is in frames - but how does the actual resizing or movement of the mesh take place?
"Who's John Galt?"

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