I've managed to loop through each animationcontainer->mesh->meshsection and grab the vertices for each section, dump those into my own VertexBuffer and render the HavokGirl in the OpenGL pipeline. I can make out the 3d model but it is quite clear that various triangles are missing from the model.
The next step for me was to get at the IndexBuffer for each MeshSection and then draw an element array as opposed to a normal vertex array.
My main issue is that there seems to be multiple hkxIndexBuffer containers in each MeshSection. This is kind of confusing for me as I'm used to 1 vertex buffer being related to 1 index buffer.
I tried a BaseVertex draw method but that just came out really strange so thats obviously not how it was intended to be approached.
So, in practice, how do I use/concatenate these multiple havok index buffers in each mesh section?
More importantly - why are there multiple index buffers to 1 vertex buffer?