Original Post
I'm new to animating characters, so bear with me here.... In a test run using Microsoft's MeshView, I tried loading up a biped with mesh from 3ds Max's tutorials. The only animation I applied to the biped was simply to move the left hand forward and back from the Da Vinci pose. The animation works perfectly in Max; the mesh properly follows the bones. But, when I exported to a .X file (using PandaSoft) and loaded it into MeshView, the mesh doesn't follow the bones properly. Most of the left arm won't follow the bone movement, while vertices from the whole right side of the body move in the opposite direction. I glanced at the .X file and the only animations it seems to be doing are on the left arm (upper arm down to the fingers). This seems to be a problem on the DirectX end, but I could be wrong. Does anyone have any idea why it might be doing this? I also tried loading the .X file into Jason Jurecka's test application from the "Working with the DirectX .X File Format and Animation in DirectX 9.0" tutorial and the only thing I see is an eight-sided polygon (at a guess, the biped's COM object). P.S.: On second thought, I don't know what the polygon is; I tried animating the biped's COM and the test app looked exactly the same.