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DirectX 9 Animated Mesh

Started by CDTMD Nov 7, 2009 at 3:51 PM 0 replies 1.6k views
Original Post
CDTMD
CDTMD
I am trying to add to my engine and get better with DX. In terms of meshes I have a class right now that does it the simple way. Using D3DXLoadMeshFromX. It supports textures too. But now I want to make a class that uses animated meshes. I found two ways of doing it. 1) Using D3DXLoadMeshHierarchyFromX 2) Or make a parser. I looked up tutorials on how to use D3DXLoadMeshHierarchyFromX but they use a lot of derived structs and multiple classes. Even the DirectX sample is complex. Any simpler way to do it? Why should I make a parser instead? Any advantages?
Buckeye
Buckeye
If you're very familiar with animated meshes, arrays (vectors, etc.), lerping and other matrix manipulations, you can certainly write your own load routine.

However, if you don't feel comfortable with the above types of programming in DX, I'd recommend gutting it out and using D3DXLoadMeshHierarchyFromX. There certainly are inherited classes (it's sort of a mess) but (depending on your programming level) you'll probably get a class working more quickly.

Before you make the decision, you may want to look at all the built-in DX classes (animation controller, skininfo class, etc.) that you'll have to create yourself.
Please don't PM me with questions. Post them in the forums for everyone's benefit, and I can embarrass myself publicly. You don't forget how to play when you grow old; you grow old when you forget how to play.

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