   skin mesh trouble
  the .x file i am loading is fine. meshviewer opens it without any problems. the animation looks normal.however, when i load it in my own program, there is a mesh subset in my model that just sits at (0, 0, 0) all by itself, somehow ignoring any bone influences ..--> pic : http://ecwol.tripod.com/model.jpg <--this mesh area (the face) is the only one whose number of bone influences = 1. the rest are either 2 or 3.i load the mesh using :D3DXLoadSkinMeshFromXof(  pFileData,  D3DXMESH_MANAGED,  pD3DDevice,  &tAdjBuff,  &tMatBuff,  NULL,  &tNumMaterials,  &mSkinInfo,  &mMesh);i then convert it to a blended mesh using :mSkinInfo->ConvertToBlendedMesh(  mMesh,  0,  (DWORD *)&tAdjBuff,  NULL,  NULL,  NULL,  &mNumInfl,  &mNumAttr,  &mBoneCombo,  &mMesh);the fvf i am using is :struct BLENDMESHVERTEX{  D3DXVECTOR3 p;  FLOAT b[3];  D3DXVECTOR2 t;};#define BLENDMESHVERTEX_FORMAT (D3DFVF_XYZB3|D3DFVF_TEX1)i use this before rendering the meshes :pD3DDevice->SetRenderState(D3DRS_VERTEXBLEND, D3DVBF_3WEIGHTS);what could be the problem? 
  The model seems familiar. Are you using Milkshape? What I would try is take your model, select all triangles, and regroup it so that there are no groups. For some reason I had issues when I had exported with more then 1 group.Try that.~Wave 