Ok, I seem to be making progress, sort of. I now have, what SHOULD be animating now animating it the proper alignment. What is happening now though, is not all of the model is showing. There is an error in my error list stating:
"Mesh has no skinning information, so it has been deleted."
If it is what I think it is, the parts of the mesh that are attached to the "Body" joint are being dropped by the processor. I can say, that in the animation the joint is not translated or rotated. Reason being, I don't want it to.
So, here are the new steps I have to get where I'm at.
1. Created mesh in Milkshape.
2. Added joints and assigned vertices to them in Milkshape.
3. Opened the Milkshape file in Lithunwrap to Unwrap UV coords. Then saved as .ms3d. ( photoshoped texture )
4. Imported .ms3d into fragmotion and created animation.
5. Exported from fragmotion into .x and then added into skinning sample project.
Result, animating part was animating, rest that is expected not to animate is not visible.
As usual, here is the .x file and source fragmotion file:
http://www.mattandjuliedavis.com/Publicdownloads/trouble.zip
I did notice a difference exporting from fragmotion compared to Milkshape. In the DirectX browser the milkshape export faces me and the frag one faces away. In the skinning sample the milkshape faces away and the frag faces me...upon initialization.
Much thanks in advance,
-Matt D
Edit: UPDATE
I tried something else, which was instead exporting from fragmotion at step 5 to directx, I exported to ms3d. Then, I opened in Milkshape and exported to .x as is. Same result as exporting from Milkshape earlier, which is all meshes showing but mesh orientation during the animation was just plain odd.
I'm at a loss...again. :(