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Character Animation with Direct3D® by Carl Granberg

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Rendering Static Meshes in Bone Hierarchies

Sometimes you might not want the character skinned. Making animated machinery is a prime example. Machinery rarely has “soft” parts; thus you don’t really need to skin a mesh to make mechanical creations in your games. Nonetheless, you might want to have a bone hierarchy controlling the different parts of the “machine.” Take the example of a robot arm, as shown in Figure 3.7.

Figure 3.7. As you can see, each part of the robot arm is rigid and therefore does not require skinning.

Another case where you need rigid/solid objects is when they are combined with skinned meshes. In the previous examples ...

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