FBX SkinnedMesh Importer for DirectX11

I made an attempt to include skinned mesh animation into my hobby game engine but can't figure out how to setup this properly. I have several FBX animation files which are displayed correctly in viewer tools such as open3mod. Open3mod uses Assimp to import the files so I tried to include Assimp into the project myself but while the mesh is rendered correctly in binding pose, it is heavily distorted when running the animation (see attached screenshot: my DX engine on the left, the open3mod viewer on the right). I hosted a snapshot of the solution files on my server [login to view URL]

The archive also contains the file "[login to view URL]" which gives an overview over the relevant files and classes as well as the two FBX animations in question (Base@Walk Without Root [login to view URL], Base@Jump Right Attack [login to view URL]).

This task may be completed in different ways:

- Take and fix the actual code that I wrote (based on [login to view URL] how to import files with assimp and the book "3D Game Programming with DirectX11" by Frank D. Luna)

- Implement your own fbx loading code based on the already included assimp 3.1.1 importer

- Convert the FBX files to a format that you are familiar with (it must be done using tools that I could use to convert more animations later on) and implement a skinned mesh technique that uses this format

(This project uses C++, DirectX11, FBX, VisualStudio2015)

Skills: C++ Programming, Graphics Programming

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About the Employer:
( 0 reviews ) Wuppertal, Germany

Project ID: #15651368

11 freelancers are bidding on average €548 for this job


I'm interesting your project very well I'm a Good C++, DirectX, VS2015, Math, Algorithm expert. I m quite well experienced in these jobs. Let's go ahead with me I want to service for you continously. Relevant Skills a More

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Dear sir! I have a good skill in c++ and directx programming. If you hire me, I'll complete your project in time. Thank you in advance. Relevant Skills and Experience c++, directx Stay tuned, I'm still working on th More

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