How to convert DirectX.X files for use in games. Hi Simon, thanks for the useful info. It is certainly most helpful! There is an alternative approach for accessing.x model content which might not be that great *cough* but is something that I have done in the past for my sins. In the past I seem to find when I see that it's like this: 'Well, you can pick any of these 4 toolkits, but people only use x' 2016-09-04T10:42:45 Kerr-A> So can I get a recommendation? 2016-09-04T10:42:51 dongs> stm8 has a free windows compiler from cosmic, about the only c hoice 2016-09-04T10:42:57 dongs> the guy who was doing stm8 support in.
I'm having an extremely difficult time trying to convert an FBX file into a format that can be used with DirectX. I've read a lot of articles on forums all over the internet and have followed instructions carefully but have not yet been successful in loading a skinned mesh from an FBX file.
As I understand it, I am required to set the 'Bone Offset' field of a DirectX skinned mesh frame to the inverse bind pose of the bone which I can get using FBX SDK like so:
Then I get animation like this:
Then in my renderer I have this:
The model, however, is disfigured...skinned mesh:
standard mesh:
What is the proper way to evaluate the transforms for a skinned mesh when converting from FBX to DirectX 9?
P. AveryP. Avery