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Anddos

Member Since 03 Feb 2008
Offline Last Active Dec 28 2012 03:18 PM
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Posts I've Made

In Topic: can't export to md5 (3dsmax 2012)

04 December 2012 - 10:17 PM

ive even had problem exporting to .x from 3dsmax 2012 to .x and running it in the dx viewer, the animation dosent play :/, so i dont think going from .x to md5 is going to work for me , there is so little information on these topics , it really frustrates me ..

In Topic: Arghhhhh exporting .x with animations (D3D9)

25 November 2012 - 08:40 AM

thanks i will try that out

In Topic: Rendering Biped Bones with DirectX 9

18 November 2012 - 10:08 AM

this is what my update function looks like


void update_mesh_containers(CUSTOM_FRAME* pFrame)
{
// cast the pFrame's mesh container pointer to a CUSTOM_MESHCONTAINER*
CUSTOM_MESHCONTAINER* pMeshContainer = (CUSTOM_MESHCONTAINER*)pFrame->pMeshContainer;
if(pMeshContainer && pMeshContainer->pSkinInfo)
{
NumFrames = pMeshContainer->pSkinInfo->GetNumBones(); // find how many frames
// for each frame in the mesh container...
for(UINT i = 0; i < NumFrames; i++)
{
//MessageBox(NULL,pMeshContainer->pSkinInfo->GetBoneName(i),"Bone names",0);

// set FinalMatrices to that frame's offset matrix
FinalMatrices[i] = *pMeshContainer->pSkinInfo->GetBoneOffsetMatrix(i);
FinalMatrices[i] *= *pMeshContainer->ppFrameMatrices[i];
writeBonesTxt(pFrame,i);
}
void* pSrc = NULL; // a void pointer for the original mesh
void* pDst = NULL; // a void pointer for the modified mesh
// lock the two meshes
pMeshContainer->MeshData.pMesh->LockVertexBuffer(NULL, &pSrc);
pMeshContainer->pFinalMesh->LockVertexBuffer(NULL, &pDst);
 
// store the animated mesh into FinalMesh
pMeshContainer->pSkinInfo->UpdateSkinnedMesh(FinalMatrices, NULL, pSrc, pDst);
// unlock the two meshes
pMeshContainer->pFinalMesh->UnlockVertexBuffer();
pMeshContainer->MeshData.pMesh->UnlockVertexBuffer();
}
// run for all siblings
if(pFrame->pFrameSibling)
update_mesh_containers((CUSTOM_FRAME*)pFrame->pFrameSibling);
// run for the first child (which will then run all other children)
if(pFrame->pFrameFirstChild)
update_mesh_containers((CUSTOM_FRAME*)pFrame->pFrameFirstChild);
}


so i just multiply *pMeshContainer->pSkinInfo->GetBoneOffsetMatrix(i); with the translation matrix right?

In Topic: Rendering Biped Bones with DirectX 9

30 September 2012 - 02:56 AM

[qoute]
Then just render a point at the bone's offset position. This will render the point in pose space. You can transform that into world space if you want.
[/qoute]

ok i got the idea now

In Topic: Rendering Biped Bones with DirectX 9

23 September 2012 - 07:45 PM

I dont plan to draw lines, but points, so if i scale and rotate the mesh , i will need to transform the bones matrix by that matrix?