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Character Animation with Direct3D® by Carl Granberg

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Loading a Bone Hierarchy

There are many different file formats that store mesh, bone, and animation information. In this book, I will stick to the .x file format—the native DirectX mesh format. There are several exporters for the most common 3D creation tools, as well as converters between the most common file formats that target the .x file format.

Anyway, assume that you have a skinned character complete with a bone hierarchy, skinning information, and animation. (If you don’t, there are a few on the accompanying CD-ROM for you to practice with). To load a bone hierarchy, you will have to use the ID3DXAllocateHierarchy interface. This is a very powerful interface, and, as you will see later on in the book, this interface can be used for more ...

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