Each bone has a set of (triangles, points, whatever) assigned to it. The animation "frames" only describe the movement and rotation of the bone.
Bones are also usually set up in a hierarchical way. That means, if you rotate the upper arm bone, the rest of the arm and the hand get rotated as well (easily doable in OpenGL with a matrix stack (PushMatrix / PopMatrix), DX probably has similar mechanics).
|