   Animating: Transforms and Deformers
  I'm a little unclear as to how to make the associations between the weighting of the bones and the AnimationKey 4x4 matrix transform.  Off of the top of my head I would find the difference between the rest pose of the character and the keyed frame with respect to the matrix values.  I would then proceed to multiply the delta(matrix) by the vertex vector.  Then I would multiply by the percent weighting and move the vertex accordingly and draw in a timely fashion.  This must be very wrong however because the keyed frames contain the root, the effectors and the bones whereas the SkinWeights only contain the bones.Am I even remotely correct??  How is this put together??[edit]if root move allif eff move all children??[Edited by - Buttacup on November 22, 2009 7:46:02 PM]
  if I have one cube and one bone which will have one root and one effectorD3DXMatrixMultiply(&prodMatrix,&M1,&M2);for(UINT i = 0; i < numVerts; i++){D3DXVec3Transform(&newVertex,&Vertex,&matrixOffset);D3DXVec4Transform(&newVertex,&newVertex,&prodMatrix);VertDest=D3DXVECTOR3(newVertex.x,newVertex.y,newVertex.z);}where M1 = root and M2 = boneshouldn't this just stand still????and if I switched out M1 and M2 with subsequent keyed frames would this not then move????<mine moves with any combination of anything even under condition A and is currently spinning around in a circle instead of translating left to right when it should.....>[edit]  Well I have attained my Identity matrix through a chain of transforms, I am contented..... objects translate/rotate in a sort of appropriate manner.... so yeah :)[Edited by - Buttacup on November 24, 2009 4:45:04 AM]