Wow! Thanks -- it works perfect now. I guess it pays to put a video up.
Anyway, I used this code below and -- beautiful man!
iMeshRenderModeSet(m_Dice1._pObjMesh,D3DBLEND_SRCALPHA,D3DBLEND_INVSRCALPHA,TRUE,TRUE);
iMeshRenderModeSet(m_Dice2._pObjMesh,D3DBLEND_SRCALPHA,D3DBLEND_INVSRCALPHA,TRUE,TRUE);
This is the structure I use for the dice -- if anybody cares:
struct IMPACT_OBJECT {
BODY* _pObjBody;
MESH* _pObjMesh;
MESH* _pObjMesh1;
MESH* _pObjMeshShadow;
D3DXVECTOR3 vFace[6];
TRAIL* _trail;
TRAILEMITTER* _trailEmitter;
PARTICLE* _particle;
EMITTER* _particleEmitter;
};