Thread: Rendering Biped Bones with DirectX 9

  1. #1
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    Rendering Biped Bones with DirectX 9

    I am new to DirectX and 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[i] = *pMeshContainer->pSkinInfo->GetBoneOffsetMatrix(i);

    // multiply that by the animated frame matrix
    FinalMatrices[i] *= *pMeshContainer->ppFrameMatrices[i];

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

  2. #2
    Redundantly Redundant RoD's Avatar
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    Here is a link that has a good amount of information on working with the .x format. I'm an OpenGL person so I cannot answer you off hand

    xbdev.net 2012 (c) - Tutorials - Demos - Software and Game Development

  3. #3
    Registered User VirtualAce's Avatar
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    You can render spheres using the bone matrices which will give a good representation of the bone structure. Alternatively you can render cones oriented according to the bone transformation matrix that is being represented.

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