   4x3 matrix - Skinning help
  I am currently exporting skinning data from 3ds max to use in a xna game. Max uses a 4x3 matrix and the skinning code uses 4x4.Max matrix:[1, 2, 3][4, 5, 6][7, 8, 9][x, y, z]can I just move x, y, z and add [0, 0, 0, 1] to make it a 4x4 matrix?[1, 2, 3, x][4, 5, 6, y][7, 8, 9, z][0, 0, 0, 1]I think the max matrix is left handed so I will have to convert it to right handed, inverse it and multiply it against its parent before I convert it to 4x4.I know I can use fbx/x format but I want to roll my own. Any help appreciated.   
  Are the 4x4 matrices that you're working with row-vector matrices, or column-vector matrices?If it's column vector (as your post suggests), then I think you'll want this instead:[1, 4, 7, x][2, 5, 8, y][3, 6, 9, z][0, 0, 0, 1]