   Scaling tiny.x outside of directx?
  hi i was just wondering if this is at all possible, or if there is infact a mini version of tiny anywhere? as im trying to keep my engines scale as 1 meter = 1 unit, and tiny (not quite like the name suggests) is massive, i know DX can handle scaling at runtime but my physics engine doesnt support scaling and the size she is is far too big for what i need, thanks alot   
  Maybe you could use a text editor and change the root transform of the .x-file? Or will that still mess things up for the physics?   ;  not entirely sure which value you mean, but the frame root transform already seems  to be at quite a normal 0.0000 and 1.00000 continuously... is this the bit u mean?apart from manually dividing every vertex by about 1000 i really dont know what to do   ;  Yes, that is what i mean. You can scale down the Root tranform to a hundredth of the unit matrix:Frame Scene_Root {  FrameTransformMatrix {  0.010000,0.000000,0.000000,0.000000,0.000000,0.010000,0.000000,0.000000,0.000000,0.000000,0.010000,0.000000,0.000000,0.000000,0.000000,0.010000;; }That should give you the result you want, at least visually. Depending on how you read the .x-files and construct your physics models it can also work out for the physics.   ;  adjusting this doesnt seem to make a difference at all, doesnt actually render any different than usual   ;  hmm strange. Changing the root transform should affect all vertices below in the hierarcy.Though, i see i made a little error int the scaling matrix. Last element should not be scaled.Frame Scene_Root {  FrameTransformMatrix {  0.010000,0.000000,0.000000,0.000000,0.000000,0.010000,0.000000,0.000000,0.000000,0.000000,0.010000,0.000000,0.000000,0.000000,0.000000,1.000000;; }How do you read in the meshes?   ;  hmm for some reason now, when it loads the mesh isnt visible, as soon as i move it it appears again, quite randombut yeh i use directx's built in function for itHRESULT hr = D3DXLoadMeshHierarchyFromX((char*)filename, D3DXMESH_MANAGED, gD3dDevice, &Alloc, NULL, &m_frameRoot, &m_animController);   ;  I guess this is caused by the fact that this is an animated model we are dealing with. Probably the animations overide the initial scene root transform.The moment it dissapears it might be idle with no animation active and thus becomes small?   ;  Maybe scaling down the animtaion keys for the scene root transform will help.Try changing the following:AnimationSet {  Animation {    AnimationKey {   4;   2;   0;16;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;;,   4960;16;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;;;  }  { Scene_Root } }to:AnimationSet {  Animation {    AnimationKey {   4;   2;   0;16;0.010000,0.000000,0.000000,0.000000,0.000000,0.100000,0.000000,0.000000,0.000000,0.000000,0.100000,0.000000,0.000000,0.000000,0.000000,1.000000;;,   4960;16;0.010000,0.000000,0.000000,0.000000,0.000000,0.010000,0.000000,0.000000,0.000000,0.000000,0.010000,0.000000,0.000000,0.000000,0.000000,1.000000;;;  }  { Scene_Root } };  ah yeh that probably makes sense to be honest, must just be that no hierarchical transforms have been applied until the anim moves, hmm this is difficult, im sure i could probably write a function that transforms every vert by a scale and then saves back to a file, but im more than certain i will run into 10000 problems with this, and seems abit of an overkill just for what should be a relatively simple taskedit: will try what u just posted   