>>292448438
well, i got this far, but I don't understand how DrawIndexed() works in relation to RenderDoc's VTX and IDX output so there are triangles missing. Besides that though, since the vertices are from the vertex shader output, they're in clipspace, hence the stretched distortion along the Y axis. You can get the view matrices out of the renderdoc dump and reverse it, but that's yet more work, and it doesn't solve the fact that the arms crossed pose will be really hard to re-rig. Too much effort for me, but if some other bored anon wants to pick it up, you could eventually piece it together.