   .X files and bones
  I'm converting .X files to my own binary format which I'm currently trying to add skeletal system support to.I'm a bit confused about the part of the .X file which contains bone data:Frame Bone01 {  FrameTransformMatrix {  0.000000,0.000000,1.000000,0.000000,-1.000000,-0.000000,0.000000,0.000000,0.000000,-1.000000,0.000000,0.000000,0.000000,0.000000,0.000000,1.000000;; } Frame {    FrameTransformMatrix {   1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000;;  } } Frame Bone02 {    FrameTransformMatrix {   1.000000,0.000001,0.000000,0.000000,-0.000001,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,20.000000,-0.000003,0.000001,1.000000;;  }  Frame { FrameTransformMatrix {    1.000000,-0.000000,0.000000,0.000000,-0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,-0.000000,-0.000000,-0.000000,1.000000;;   }  }It appears that each bone has two matrices. What does the first and second mean?   
  im looking to do something similar quite soon, this article explains alothttp://www.gamedev.net/reference/programming/features/xfilepc/   ;  Thanks, I found a section describing what both matrices are for.   ;  I spent a good deal of time reverse-engineering the various templates used in the .X file format.  I go over all of them in detail in Chapter 21. X Files of my book.   ;  Thanks for the link, it will be very useful.Though I'm still having trouble finding what the first and second FrameTransformMatrix are. The first seems to have actual data, and the second seems to always be identity matrix.   ;Quote:Original post by GumgoThanks for the link, it will be very useful.Though I'm still having trouble finding what the first and second FrameTransformMatrix are. The first seems to have actual data, and the second seems to always be identity matrix.The second one seems to be useless exporter noise, IMO.   ;  Thanks.   