A matrix represents a coordinate system, so usually to draw a matrix I draw the axes - XYZ in red, green, and blue respectively. The X axis is the first row of the matrix, the Y axis is the second row, etc. (using a row-vector convention). The origin is the last row.

For viewing skeletons it’s also common to draw a line connecting the origins of each bone and its parent bone, which lets you visually see the hierarchy of bones.

I have an animated model up on screen thats in .X format, what i want todo is render the bones, there is 35 of them

Here is a list

Bip01_R_UpperArm 0

Bip01_Spine3 1

Bip01_Neck 2

Bip01_Spine2 3

Bip01_Spine1 4

Bip01_R_Clavicle 5

Bip01_Spine 6

Bip01_L_UpperArm 7

Bip01_L_Clavicle 8

Bip01_Pelvis 9

Bip01_R_Thigh 10

Bip01_L_Thigh 11

Bip01_R_Calf 12

Bip01_R_Foot 13

Bip01_R_Toe0 14

Bip01_L_Calf 15

Bip01_L_Foot 16

Bip01_L_Toe0 17

Bip01_L_Forearm 18

Bip01_L_Hand 19

Bip01_L_Finger1 20

Bip01_L_Finger11 21

Bip01_L_Finger0 22

Bip01_L_Finger01 23

Bip01_L_Finger02 24

Bip01_L_Finger12 25

Bip01_R_Forearm 26

Bip01_R_Hand 27

Bip01_R_Finger1 28

Bip01_R_Finger11 29

Bip01_R_Finger0 30

Bip01_R_Finger01 31

Bip01_R_Finger02 32

Bip01_R_Finger12 33

Bip01_Head 34

heres how the update function gets the bone matrix

// set FinalMatrices to that frame’s offset matrix

FinalMatrices = *pMeshContainer->pSkinInfo->GetBoneOffsetMatrix(i);

// multiply that by the animated frame matrix

FinalMatrices *= *pMeshContainer->ppFrameMatrices;

now do i need to convert the FinalMatrix array to D3DXVECTORS?