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Using skinned models

Chuck Walbourn edited this page Oct 17, 2021 · 13 revisions

In this lesson we learn how to render models using skinned vertices for smooth animations.

Setup

First create a new project using the instructions from the previous lessons: Using DeviceResources and Adding the DirectX Tool Kit which we will use for this lesson.

Background

In the previous lesson, we learned the use of ModelBone as general metadata and for doing rigid-body animation of meshes. The other common use for model bones is as a 'skeleton' to control vertices for vertex skinning animation.

Like XNA Game Studio, the DirectX Tool Kit does not provide a specific implementation of an animation control system. There are numerous approaches, and each have their own strengths and weaknesses. In this lesson, we'll cover the animation system in the Visual Studio Mesh Content Pipeline (CMO) and the legacy DirectX SDK sample animation system (SDKMESH v1), providing some basic code for using them. Neither solution is ideal, but they do a good job of demonstrating the techniques and some trade-offs.

Loading a skinned model

UNDER CONSTRUCTION

More to explore

Next lesson: Using advanced shaders

For Use

  • Universal Windows Platform apps
  • Windows desktop apps
  • Windows 11
  • Windows 10
  • Windows 8.1
  • Xbox One

Architecture

  • x86
  • x64
  • ARM64

For Development

  • Visual Studio 2022
  • Visual Studio 2019 (16.11)
  • clang/LLVM v12 - v18
  • MinGW 12.2, 13.2
  • CMake 3.20

Related Projects

DirectX Tool Kit for DirectX 12

DirectXMesh

DirectXTex

DirectXMath

Win2D

Tools

Test Suite

Model Viewer

Content Exporter

DxCapsViewer

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