   manual bone animation
  hi allis there some tutorial or source code for manual bone animation   
  do you mean bones or skeletons of human being? Direct3D or OpenGL?[Edited by - standby01 on May 26, 2010 8:46:13 PM];  "do you mean bones or skeletons of human being?"what is the difference?"Direct3D or OpenGL?"no ,xna   ;What did you find lacking with the Skinning Sample? Or rather, what do you want to accomplish exactly when you say "manual bone animation"?If you want to apply your own transforms to the skeleton, these changes to the Skinng Sample might be of use.   ;  skinning sample load animations and play it ,and can manual transform bonesin my project animations are not played ,it should by real-time dont think of it as usual games its an application ,you may think of it as motion builder/editor application thus i should take the motion user want and apply it   ;Well, with the changes I posted the skinning sample could still be a viable basis to build on for you scenario I think. I'd imagine you'd still want to use the model's bones to build your user-defined animations, so the pipeline and skinning shader should come in handy. With the ability to specify your own transforms for the bones, you're basically set to allow for manualy bone animations.The real challenge from here would be to create the system to allow users to set up animations. Unfortunately I don't know of any tutorials or resources that show how to do that (Google might though), but it would basically come down to setting up some timeline and allowing users to define keyframes on this containing the current location/orientation of the bones. These could then be used as control points to store as an animation and to interpolate between when rendering. I realize that's not much to go on, but I hope this is somewhat useful.