<?xml version="1.0" encoding="UTF-8" ?>
<?xml-stylesheet type="text/xsl" href="http://forums.xna.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>SOFTIMAGE|XSI Mod Tool Discussions</title><link>http://forums.xna.com/forums/64.aspx</link><description>3D models need love too. Hosted by "XSI RND"</description><dc:language>en</dc:language><generator>CommunityServer 2007.1 (Build: 0.0)</generator><item><title>Mod Tool 7.5 does not export what it shows</title><link>http://forums.xna.com/forums/thread/252928.aspx</link><pubDate>Thu, 19 Nov 2009 04:14:00 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:252928</guid><dc:creator>RecursiveEncounter</dc:creator><slash:comments>7</slash:comments><comments>http://forums.xna.com/forums/thread/252928.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=64&amp;PostID=252928</wfw:commentRss><description>I posted this thread in general, but it stalled there since it probably has nothing to do with XNA.&lt;br /&gt;
&lt;br /&gt;
I created a primitive shape in Mod Tool 7.5 and rendered it:&lt;br /&gt;
&lt;br /&gt;
&lt;a href="http://img130.imageshack.us/i/capture2l.png/" target="_blank"&gt;&lt;img style="border:0px solid;" alt="Free Image Hosting at www.ImageShack.us" src="http://img130.imageshack.us/img130/1074/capture2l.th.png" /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
And then, I got a model of a cube from one of the XNA samples (PerPixelLightning or something), here it is:&lt;br /&gt;
&lt;a href="http://img193.imageshack.us/i/capture1aq.png/" target="_blank"&gt;&lt;img style="border:0px solid;" alt="Free Image Hosting at www.ImageShack.us" src="http://img193.imageshack.us/img193/7899/capture1aq.th.png" /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
That&amp;#39;s a pretty huge difference. Needless to say the second one looks a lot more realistic.&lt;br /&gt;
&lt;br /&gt;
I imported the second cube into the Mod Tool and exported it again, and the result: it went from second cube (the second screenshot here) to the first one.&lt;br /&gt;
&lt;br /&gt;
It has been suggested to &amp;quot;split vertices&amp;quot; or &amp;quot;split normals&amp;quot; or &amp;quot;duplicate normals&amp;quot;. None of those are Crosswalk options.&lt;br /&gt;
&lt;br /&gt;
Can anyone help?</description></item><item><title>Export fbx problem</title><link>http://forums.xna.com/forums/thread/244946.aspx</link><pubDate>Thu, 29 Oct 2009 06:22:28 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:244946</guid><dc:creator>THE kilroy</dc:creator><slash:comments>14</slash:comments><comments>http://forums.xna.com/forums/thread/244946.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=64&amp;PostID=244946</wfw:commentRss><description>I have used XSI 7.5 for a long time, and have successfully created many textured models. and exported them successfully.&lt;br /&gt;
But for some reason the past few days, the model didn&amp;#39;t draw any texture on it.&lt;br /&gt;
I did a lot of investigating. When I would import my recent.fbx and go into the texture editor there would be no texture coordinates&lt;br /&gt;
I imported a.fbx&amp;nbsp; that i made a few weeks ago, and it loaded texture cordnates correctly, that one also drew correctly in my game.&lt;br /&gt;
&lt;br /&gt;
So I have come to the conclusion that my .fbx exporter isn&amp;#39;t exporting texture coordinates, for the pass 2 weeks max, and 4 days min.&lt;br /&gt;
I didn&amp;#39;t dl anything in that time frame.&lt;br /&gt;
&lt;br /&gt;
and autodesk came out with their softimage2010 so there is no links for anything xsi7.5 &lt;br /&gt;
&lt;br /&gt;
if i check for updates, it looks for a second says its dling updates, stops at 0% and says its finished and needs to restart, and i do so, but it does the same thing.&lt;br /&gt;
&lt;br /&gt;
Any help would be greatly appreciated.&lt;br /&gt;
thanks.&lt;br /&gt;</description></item><item><title>My XSI is messed up</title><link>http://forums.xna.com/forums/thread/245958.aspx</link><pubDate>Sat, 31 Oct 2009 21:04:45 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:245958</guid><dc:creator>THE kilroy</dc:creator><slash:comments>2</slash:comments><comments>http://forums.xna.com/forums/thread/245958.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=64&amp;PostID=245958</wfw:commentRss><description>I have used XSI successfully alot, but recently it wont fbx export and texture coordinates. I reinstalled crosswalk, got a new version, I even reinstalled XSI 7.5 but it still does the same thing. What do I do, I cant do anything till i can get these models exported correctly.&lt;br /&gt;</description></item><item><title>Need help removing extraneous Texture Projection from model!</title><link>http://forums.xna.com/forums/thread/238401.aspx</link><pubDate>Wed, 14 Oct 2009 19:03:21 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:238401</guid><dc:creator>DigitalDaimyo</dc:creator><slash:comments>2</slash:comments><comments>http://forums.xna.com/forums/thread/238401.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=64&amp;PostID=238401</wfw:commentRss><description>Hi all,&lt;br /&gt;
&lt;br /&gt;
Thanks for looking at this post,&lt;br /&gt;
&lt;br /&gt;
I have a model i have created to be used with the XNAGSE example.&amp;nbsp; It is uvmapped texture, animation and everything is fine except i have accidentally included 2 projections in the mesh! this is bad because the first projection was done before a few geometry changes and just plain doesnt work.&amp;nbsp; When publishing to XNA though it takes only the first projection and ignores the one assigned it by the material! i need to delete the faulty projection....how can i do this?&amp;nbsp; XSI ModTool 6.1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
EDIT: i found a way but in involved going to mod tool pro mode and using the explore thing, how easy is that? sorry all i was being dense in the regular mode i guess.&lt;br /&gt;</description></item><item><title>Textured FBX Model Displays Black</title><link>http://forums.xna.com/forums/thread/185154.aspx</link><pubDate>Tue, 02 Jun 2009 04:55:49 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:185154</guid><dc:creator>mkaspr</dc:creator><slash:comments>10</slash:comments><comments>http://forums.xna.com/forums/thread/185154.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=64&amp;PostID=185154</wfw:commentRss><description>Hello everyone.  I have been searching through this forum and elsewhere for a few days now, looking for a solution to my problem.  I have seen many similar threads, but none seem to help.&lt;br /&gt;
&lt;br /&gt;
I am using XSI Mod Tool 7.5 to create a textured model, which I am trying to display in XNA.  By following tutorials, I am able to view the desired results in the DirectX 9 view of XSI just fine.  But when I export the model as an .fbx file and display it in XNA, all I see is a black object.&lt;br /&gt;
&lt;br /&gt;
I believe the problem has to do with the model that I am createing/exporting, and not my XNA code.  This is because I am able to draw other textured .fbx models with the same code.  Is there something I am missing?  I&amp;#39;m just using the phong.fx file from the XNA samples, replacing the default ambient image with my own .png, then exporting via Crosswalk 3.3.  This has really got me stumped.&lt;br /&gt;
&lt;br /&gt;
Sorry for the newb question.  Thanks for you help.
</description></item><item><title>Texture only shows when Texture Editor is open</title><link>http://forums.xna.com/forums/thread/233938.aspx</link><pubDate>Sat, 03 Oct 2009 19:40:00 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:233938</guid><dc:creator>BradDaBug</dc:creator><slash:comments>4</slash:comments><comments>http://forums.xna.com/forums/thread/233938.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=64&amp;PostID=233938</wfw:commentRss><description>I think I have a texture applied to the model, but the texture only appears on the model when I have the Texture Editor window open. I&amp;#39;ve tried setting the viewport to Textured and Textured Decal, but neither work.&lt;br /&gt;
&lt;br /&gt;
Also, when I export the model it looks like the texture is applied, but the model has no UV coords. Not sure if that&amp;#39;s related or not. When I have the Texture Editor window open and can see the texture on the model the UV coords seem fine.&lt;br /&gt;</description></item><item><title>Show me triangles</title><link>http://forums.xna.com/forums/thread/251112.aspx</link><pubDate>Fri, 13 Nov 2009 20:34:32 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:251112</guid><dc:creator>Marshall Belew</dc:creator><slash:comments>4</slash:comments><comments>http://forums.xna.com/forums/thread/251112.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=64&amp;PostID=251112</wfw:commentRss><description>Is it possible to show the triangles in Mod Tool?&amp;nbsp; So far, I only see quadrilaterals.&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
Marshall&lt;br /&gt;</description></item><item><title>Crosswalk 4 FBX exporting issue: wrong normals</title><link>http://forums.xna.com/forums/thread/240379.aspx</link><pubDate>Mon, 19 Oct 2009 17:35:31 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:240379</guid><dc:creator>Cosmos</dc:creator><slash:comments>7</slash:comments><comments>http://forums.xna.com/forums/thread/240379.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=64&amp;PostID=240379</wfw:commentRss><description>&lt;p style="margin:0cm 0cm 10pt;"&gt;&lt;span style="font-size:13px;color:#526569;"&gt;Preamble: &lt;/span&gt;&lt;/p&gt;
&lt;p style="margin:0cm 0cm 10pt;"&gt;&lt;span style="font-size:13px;color:#526569;"&gt;A have searched the forums for a potential answer without luck, so here I am with a very basic question. Believe me, I won&amp;#39;t be bothering you for such a simple thing, but after countless hours trying and trying ... better to ask anyways. &lt;/span&gt;&lt;/p&gt;
&lt;p style="margin:0cm 0cm 10pt;"&gt;&lt;span style="font-size:13px;color:#526569;"&gt;The issue is:&lt;/span&gt;&lt;/p&gt;
&lt;p style="margin:0cm 0cm 10pt;"&gt;&lt;span style="font-size:13px;color:#526569;"&gt;I am doing a simple cube in Softimage Mod Tool 7.5 and then exporting it using the fbx format. When rendered in a XNA window, this simple cube looks pretty weird. I know what is happening: model normals have been “averaged” to provide a sensation of smoothness. This would be quite nice in a round model and is desirable in many cases, but not for this model (yeah, a simple cube for testing). I have tried any possible thing into Softimage to fix the normals and nothing seems to work.&lt;/span&gt;&lt;/p&gt;
&lt;p style="margin:0cm 0cm 10pt;"&gt;&lt;span style="font-size:13px;color:#526569;"&gt;If I export using directx format, model comes fine, with sharp edges. Inspecting both fbx and direct files, what I was thinking was confirmed: while directx assign values of 0, 1 or -1 to all normals, fbx assign numbers higher than -1 and lower than 1, creating the “smooth” effect in edges and faces.&lt;/span&gt;&lt;/p&gt;
&lt;p style="margin:0cm 0cm 10pt;"&gt;&lt;span style="font-size:13px;color:#526569;"&gt;I want to keep exporting in fbx. Any advice on how to fix this into Softimage? I really don’t want to write a custom importer just to fix bad normals if is avoidable through the software itself.&lt;br /&gt;
&lt;/span&gt;&lt;/p&gt;
&lt;p style="margin:0cm 0cm 10pt;"&gt;&lt;span style="font-size:13px;color:#526569;"&gt;&lt;br /&gt;
I am using Crosswalk 4. Same issue when using version 3.3. The fbx exporter works fine in Max and Maya, so I am guessing is something I am missing in Softimage. &lt;br /&gt;
&lt;br /&gt;
Thanks in advance.&lt;/span&gt;&lt;/p&gt;</description></item><item><title>Crashing Problems</title><link>http://forums.xna.com/forums/thread/243851.aspx</link><pubDate>Mon, 26 Oct 2009 20:45:33 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:243851</guid><dc:creator>crappydude123</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/243851.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=64&amp;PostID=243851</wfw:commentRss><description>This mod tool keeps crashing everytime i use the motor feature to import my bvh files</description></item><item><title>Please Help me with Material Normals in XSI Mod Tool 7.5</title><link>http://forums.xna.com/forums/thread/242423.aspx</link><pubDate>Fri, 23 Oct 2009 16:49:14 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:242423</guid><dc:creator>hotshot 10101</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/242423.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=64&amp;PostID=242423</wfw:commentRss><description>I just can&amp;#39;t seem to get the normal maps to work right. I am sure I am just missing something.&lt;br /&gt;
&lt;br /&gt;
I have a cube based object mesh. In the images below keep in mind that the balconies shows are separate meshes. The mesh pictured with the material shown is a cube that I have stretched.&lt;br /&gt;
&lt;br /&gt;
So I have this mesh and have a texture mapped to it. I used the Alt-7 Texture Editor with the type that has each side of the cube showing so I can apply textures to each side. I have the ambocc texture and a normal texture. I created the normal texture using a GIMP plug in. It seems to look right. It is mostly blue with reds and greens where I have features.&lt;br /&gt;
&lt;br /&gt;
So the problem is that in XSI in the DX9 preview I see the texture, but not the normals features. I have 3 images. I show the Material Manager with the material selected on the first 2 to show what images are hooked to the Phone effect. In the first you can see the normal map image. The doors are what I am trying to get some features and details to.&lt;br /&gt;
&lt;br /&gt;
In the second link I show the Material Manager with the normal map I created hooked to the phong shader and to the right the DX9 preview. You can see the texture, but not any features.&lt;br /&gt;
&lt;br /&gt;
In the third link you see the same thing except I have hooked up the default solid blue normal map. It looks the same.&lt;br /&gt;
&lt;br /&gt;
So why doesn&amp;#39;t it look different? I am sure I am missing something, but don&amp;#39;t know what. Please help&lt;br /&gt;
&lt;br /&gt;
&lt;a href="http://www.shatalmic.com/MaterialProblem/Building2Normal.png"&gt;http://www.shatalmic.com/MaterialProblem/Building2Normal.png&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;a href="http://www.shatalmic.com/MaterialProblem/MaterialProblem1.png"&gt;http://www.shatalmic.com/MaterialProblem/MaterialProblem1.png&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;a href="http://www.shatalmic.com/MaterialProblem/MaterialProblem2.png"&gt;http://www.shatalmic.com/MaterialProblem/MaterialProblem2.png&lt;/a&gt;</description></item><item><title>XSI Model Publish Problem</title><link>http://forums.xna.com/forums/thread/236176.aspx</link><pubDate>Fri, 09 Oct 2009 04:00:59 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:236176</guid><dc:creator>hotshot 10101</dc:creator><slash:comments>1</slash:comments><comments>http://forums.xna.com/forums/thread/236176.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=64&amp;PostID=236176</wfw:commentRss><description>I have created a scene in XSI Mod Tool 7.5. I have the latest update because it updated a few days ago automatically after opening it for the first time in several months.&lt;br /&gt;
&lt;br /&gt;
I created a brand new XNA project with SDK 3.1 that I just installed as well.&lt;br /&gt;
&lt;br /&gt;
After connecting to my XNA project inside XSI Mod Tool I created a new scene. I then imported an OBJ file that contains a complex mesh. I set up the XNA object as I have done in the past. I made sure there is the root object and a deformer root and all that. I did it by using the Create Skinned Model on the XNA menu. I then dragged the mesh that I imported from the OBJ file into the new XNA object.&lt;br /&gt;
&lt;br /&gt;
The original had many materials that are not FX materials so I went through and created new phone.fx materials with the same colors and put them in place of all the materials that were there on each cluster. So far so good.&lt;br /&gt;
&lt;br /&gt;
I ran it through the XNA diagnosis and get NO errors at all. I choose to publish the model and select the Model folder under content. It goes through a bunch of stuff and then at the very end at the bottom of the XSI window it says [object error] with a red line all across the bottom of the screen. There is NO object output.&lt;br /&gt;
&lt;br /&gt;
How do I figure out what is wrong? As I said diagnosis says everything is fine. It doesn&amp;#39;t even report any problems with textures being in the wrong place or anything like that.&lt;br /&gt;
&lt;br /&gt;
Just as a test I create another skinned model and add a cube primitive, set its material to phone.fx and publish it and that works fine. Obviously something is wrong with my model, but what? How do I figure it out?</description></item><item><title>Realtime Shader Help Please</title><link>http://forums.xna.com/forums/thread/236852.aspx</link><pubDate>Sun, 11 Oct 2009 00:44:30 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:236852</guid><dc:creator>hotshot 10101</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/236852.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=64&amp;PostID=236852</wfw:commentRss><description>I purchased some models on turbo squid. The only format it came in was blender. It is a set of buildings that I want to use in my next game. One of the reasons that I bought this particular set of buildings is because the &amp;quot;texture&amp;quot; on the buildings is not being done with image textures, but rather the actual geometry of the models themselves has edges and corners and such. it is pretty detailed. Here is a link to an image as shown in blender:&lt;br /&gt;
&lt;br /&gt;
&lt;a href="http://www.shatalmic.com/images/TexturedBuildings1.png"&gt;http://www.shatalmic.com/images/TexturedBuildings1.png&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
I created a new XNA 3.1 project and connected XSI Mod Tool 7.5 to that project and created the XSI project. That part went fine.&lt;br /&gt;
&lt;br /&gt;
I then exported the blender objects as OBJ files. I tried several other formats and ended up using OBJ because it seemed to import into XSI the best.&lt;br /&gt;
&lt;br /&gt;
The blender models all used regular materials. Since the buildings have detailed geometry the materials just need to be colors. The author used clusters to assign the different colors to where they need to be.&lt;br /&gt;
&lt;br /&gt;
Since XSI and XNA need .fx type materials I had to create a bunch of .fx based materials to replace the simple color materials. I chose Phong because that is the one I am used to using. I don&amp;#39;t know what the differences are between the ones that come with XSI.&lt;br /&gt;
&lt;br /&gt;
I created a material from the Phong.fx effect for each color and set the color values to match the originals. The colors seem to have come out. Here is a link to an image showing what it looks like in XSI Mod Tool 7.5:&lt;br /&gt;
&lt;br /&gt;
&lt;a href="http://www.shatalmic.com/images/TexturedBuildings2.png"&gt;http://www.shatalmic.com/images/TexturedBuildings2.png&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
As you can see and the reason for this post, the detailed texture geometry is all gone. If I go into XSI and edit one of the individual buildings and select some of the details and pull the vertices out they are there. The geometry shows up if I move the vertices far enough, but no matter how far I move them to try to create indents into the building for a textured look the buildings still look smooth.&lt;br /&gt;
&lt;br /&gt;
I am sure I am just not using the right kind of effect. So what do I use? I don&amp;#39;t want any smoothing to happen. I want every little detail of the building geometry to show up easily.&lt;br /&gt;
&lt;br /&gt;
Any ideas??&lt;br /&gt;</description></item><item><title>XSISASContainer Class documentation and improvements</title><link>http://forums.xna.com/forums/thread/235847.aspx</link><pubDate>Thu, 08 Oct 2009 12:10:03 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:235847</guid><dc:creator>raabix</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/235847.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=64&amp;PostID=235847</wfw:commentRss><description>Hi, &lt;br /&gt;
&lt;br /&gt;
I am very happy with the Mod Tool integration in XNA Game Studio. The export of the Models along with the .fx shaders applied works pretty well and it makes a cool pipeline. While working with the framework I found a few &amp;#39;flaws&amp;#39; that I wonder if that can be fixed&lt;br /&gt;
&lt;br /&gt;
Is there some better documentation for the Mod Tool / XNA integration? The PDF document that is around on the web (&lt;em&gt;XNA_GSE_integration_in_XSI&lt;/em&gt;) is good and I also worked through the Digital Tutors XSI/XNA pipeline tutorials. However, when getting deeper into the code, I started to miss a few features.&lt;br /&gt;
&lt;br /&gt;
&lt;ul&gt;
    &lt;li&gt;The XSISASContainer class is missing some data that I would assume in such a class. For example, the lights dont have a matrix associated with them which I find disturbing as I want to apply transformations to my light sources and use those to implement shadow maps, for example.&lt;/li&gt;
&lt;/ul&gt;
&lt;br /&gt;
&lt;ul&gt;
    &lt;li&gt;Also, I could not find documentation about the class members and member functions of the XSISASContainer class. This would help to get the idea what the &amp;#39;range&amp;#39; parameter in the lights is about.&lt;/li&gt;
&lt;/ul&gt;
&lt;br /&gt;
&lt;ul&gt;
    &lt;li&gt;And finally it would be nice if one could extend the class to understand new/custom semantics that will also be automatically connected when calling &amp;#39;SetEffectParameterValue()&amp;#39;. &lt;/li&gt;
&lt;/ul&gt;
This is meant as constructive criticism, it would be really nice to see some movement going on there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Best Regards,&lt;br /&gt;
Ruediger</description></item><item><title>Losing transformations when exporting from XSI</title><link>http://forums.xna.com/forums/thread/233747.aspx</link><pubDate>Sat, 03 Oct 2009 01:02:21 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:233747</guid><dc:creator>BradDaBug</dc:creator><slash:comments>5</slash:comments><comments>http://forums.xna.com/forums/thread/233747.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=64&amp;PostID=233747</wfw:commentRss><description>At this point I&amp;#39;m just trying to get a simple cylinder out of XSI and into my XNA game. I create the cylinder, rotate it 90 degrees on the Z axis, and export it using either the .X exporter or the .FBX exporter. I load the file in my game, and the cylinder is still in its original orientation. No rotation applied. Same thing happens if I translate or scale the cylinder. None of the transformations show up in the game.&lt;br /&gt;
&lt;br /&gt;
What&amp;#39;s going on?&lt;br /&gt;</description></item><item><title>Noob question 2: Viewing angle while animating</title><link>http://forums.xna.com/forums/thread/219772.aspx</link><pubDate>Thu, 27 Aug 2009 23:12:50 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:219772</guid><dc:creator>SRH</dc:creator><slash:comments>5</slash:comments><comments>http://forums.xna.com/forums/thread/219772.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=64&amp;PostID=219772</wfw:commentRss><description>Hello,&lt;br /&gt;
&lt;br /&gt;
I&amp;#39;m sure this is something very simple... but the answer hasn&amp;#39;t jumped at me in the documentation.&lt;br /&gt;
I can rotate, translate, or zoom in on my animation, but as soon as I move the frame it jumps back to the default view.&amp;nbsp; This is unspeakably annoying, as it is preventing me from seeing what my animation looks like from different angles.&amp;nbsp; Is there some kind of lock on the camera?&lt;br /&gt;
Any help would be greatly appreciated.</description></item><item><title>paths and default shaders</title><link>http://forums.xna.com/forums/thread/223040.aspx</link><pubDate>Fri, 04 Sep 2009 18:54:58 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:223040</guid><dc:creator>Dave Burford</dc:creator><slash:comments>1</slash:comments><comments>http://forums.xna.com/forums/thread/223040.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=64&amp;PostID=223040</wfw:commentRss><description>Hey guys, i&amp;#39;ve been searching around for an hr or two now for answers to these but i&amp;#39;m famously rubbish at searching so please excuse me if i&amp;#39;ve just missed articles I needed :)&lt;br /&gt;
&lt;br /&gt;
I&amp;#39;ve always used milkshape but it&amp;#39;s taken far too long for them to update the fbx exporter so I decided to upgrade my creators membership a little earlier than planned to get mod tool pro.&amp;nbsp; I&amp;#39;ll probably do alot of my mesh work in milkshape still as its so familier but will finish (texture, shader, etc) in XSI.&amp;nbsp; But I am running into a few problems..&lt;br /&gt;
&lt;br /&gt;
The paths that XSI seems to be storing in my exported models are crazy.&amp;nbsp; Pointing to directories that dont exist because of dodgey relative pathing.&amp;nbsp; For instance I pulled a texture out of my &amp;quot;My Pictures&amp;quot; folder in windows as a test.&amp;nbsp; Using win7 here so the full path would of been d:\users\me\pictures\tex.jpg.&amp;nbsp; When I export my model and then add it to my visual studio project it complains it cant find d:\development\c#\users\me\pictures\tex.jpg - well no it cant because it doesnt exist and it never should!&amp;nbsp; I suppose i&amp;#39;m going to be told that the correct solution is to have a directory for my 3d models and put allll the textures in there along with the model files hopefully turning the texture relative path into just the texture filename because its in the same dir.&amp;nbsp; But im just checking to see if there is any other way of stopping this?&lt;br /&gt;
&lt;br /&gt;
-EDIT - removed the question about shaders and such, i have the objects rendering by default with basiceffect now and only set shaders in XSI for special funky things :)&amp;nbsp; still, these paths driving me nuts!&lt;br /&gt;
&lt;br /&gt;
Thanks for tolerating these novice questions - i&amp;#39;m so used to doing things a certain way i&amp;#39;m sort of struggling to update myself here :)&lt;br /&gt;</description></item><item><title>.fx shader with skinning branch disappears in Softimage viewport</title><link>http://forums.xna.com/forums/thread/233612.aspx</link><pubDate>Fri, 02 Oct 2009 17:07:34 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:233612</guid><dc:creator>raabix</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/233612.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=64&amp;PostID=233612</wfw:commentRss><description>I have an awkward problem that I came across and it seems totally unexplainable to me:&lt;br /&gt;
&lt;br /&gt;
I am trying to implement a shader using skinning as presented on the Digital Tutors DVD (and following therefore the same approach as the shaders that come with the MOD Tool).&lt;br /&gt;
There is a boolean variable that allows me to turn skinning on and off, so the vertex shader has two branches. The weird fact is, that the skinning calculation messes up the shader in a way, that its not rendered anymore to the viewport, no matter what value the boolean &lt;em&gt;UseBones&lt;/em&gt; has. Commenting out the four lines that do the skinning transformation &amp;#39;fixes&amp;#39; the problem in a way that the not-skinned branch creates the right result and renders to the viewport properly. (While the skinned version disappears as expected because we&amp;#39;re not seeing any skinning information yet)&lt;br /&gt;
&lt;br /&gt;
&lt;em&gt;Here&amp;#39;s the code: The problematic lines are at line 120.&lt;/em&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;div style="border:1px solid #7f9db9;overflow:auto;background-color:white;font-family:courier new;font-size:11px;"&gt;
&lt;table cellspacing="0" cellpadding="0" style="border-width:0px;border-bottom:0px solid #eeeeee;margin:2px 0px;width:99%;border-collapse:collapse;background-color:#ffffff;"&gt;
    
    
        &lt;tr&gt;
            &lt;td&gt;1&lt;/td&gt;
            &lt;td&gt;&lt;span style="font-size:11px;"&gt;&lt;/span&gt;&lt;span style="color:green;"&gt;//&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;2&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&lt;span style="color:green;"&gt;//&amp;nbsp;The&amp;nbsp;state&amp;nbsp;structure&amp;nbsp;is&amp;nbsp;used&amp;nbsp;internally&amp;nbsp;within&amp;nbsp;the&amp;nbsp;fragment&amp;nbsp;shader&amp;nbsp;to&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;3&lt;/td&gt;
            &lt;td&gt;&lt;span style="color:green;"&gt;//&amp;nbsp;commonly&amp;nbsp;used&amp;nbsp;values.&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;4&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&lt;span style="color:green;"&gt;//&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;5&lt;/td&gt;
            &lt;td&gt;&lt;span style="color:blue;"&gt;struct&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;State&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;6&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;{&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;7&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;float4&amp;nbsp;tex_coord[4];&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;8&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;float3&amp;nbsp;tangent[1];&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;9&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;float3&amp;nbsp;binormal[1];&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;10&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;float3&amp;nbsp;position;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;11&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;float3&amp;nbsp;origin;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;12&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;float3&amp;nbsp;normal;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;13&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;float3&amp;nbsp;direction;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;14&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="color:blue;"&gt;float&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;ray_length;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;15&lt;/td&gt;
            &lt;td&gt;};&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;16&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&lt;span style="color:gray;"&gt;&lt;/span&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;17&lt;/td&gt;
            &lt;td&gt;&lt;span style="color:gray;"&gt;&lt;/span&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;18&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&lt;span style="color:gray;"&gt;#define&amp;nbsp;MaxBones&amp;nbsp;58&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;19&lt;/td&gt;
            &lt;td&gt;float4x4&amp;nbsp;Bones[MaxBones];&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;20&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&lt;span style="color:blue;"&gt;bool&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;UseBones&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;21&lt;/td&gt;
            &lt;td&gt;&amp;lt;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;22&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="color:blue;"&gt;string&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;SasUiLabel&amp;nbsp;=&amp;nbsp;&lt;/span&gt;&lt;span style="color:blue;"&gt;&amp;quot;Use&amp;nbsp;Bones&amp;quot;&lt;/span&gt;&lt;span style="font-size:11px;"&gt;;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;23&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="color:blue;"&gt;string&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;SasUiControl&amp;nbsp;=&amp;nbsp;&lt;/span&gt;&lt;span style="color:blue;"&gt;&amp;quot;Any&amp;quot;&lt;/span&gt;&lt;span style="font-size:11px;"&gt;;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;24&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;gt;&amp;nbsp;=&amp;nbsp;&lt;span style="color:blue;"&gt;false&lt;/span&gt;&lt;span style="font-size:11px;"&gt;;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;25&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;26&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&lt;span style="color:green;"&gt;//&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;27&lt;/td&gt;
            &lt;td&gt;&lt;span style="color:green;"&gt;//&amp;nbsp;The&amp;nbsp;following&amp;nbsp;are&amp;nbsp;parameters&amp;nbsp;representing&amp;nbsp;non-varying&amp;nbsp;state&amp;nbsp;variables&amp;nbsp;&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;28&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&lt;span style="color:green;"&gt;//&amp;nbsp;referenced&amp;nbsp;by&amp;nbsp;the&amp;nbsp;shader.&amp;nbsp;These&amp;nbsp;should&amp;nbsp;be&amp;nbsp;set&amp;nbsp;by&amp;nbsp;the&amp;nbsp;application&amp;nbsp;at&amp;nbsp;runtime.&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;29&lt;/td&gt;
            &lt;td&gt;&lt;span style="color:green;"&gt;//&amp;nbsp;Note&amp;nbsp;that&amp;nbsp;vector&amp;nbsp;parameters&amp;nbsp;should&amp;nbsp;be&amp;nbsp;provided&amp;nbsp;in&amp;nbsp;camera&amp;nbsp;space.&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;30&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&lt;span style="color:green;"&gt;//&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;31&lt;/td&gt;
            &lt;td&gt;float4x4&amp;nbsp;__object_to_ndc&amp;nbsp;:&amp;nbsp;WorldViewProjection&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;32&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;lt;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;33&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="color:blue;"&gt;string&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;UIWidget&amp;nbsp;=&amp;nbsp;&lt;/span&gt;&lt;span style="color:blue;"&gt;&amp;quot;none&amp;quot;&lt;/span&gt;&lt;span style="font-size:11px;"&gt;;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;34&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;gt;;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;35&lt;/td&gt;
            &lt;td&gt;float4x4&amp;nbsp;__world_to_object&amp;nbsp;:&amp;nbsp;WorldInverse&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;36&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;lt;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;37&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="color:blue;"&gt;string&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;UIWidget&amp;nbsp;=&amp;nbsp;&lt;/span&gt;&lt;span style="color:blue;"&gt;&amp;quot;none&amp;quot;&lt;/span&gt;&lt;span style="font-size:11px;"&gt;;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;38&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;gt;;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;39&lt;/td&gt;
            &lt;td&gt;float4x4&amp;nbsp;__object_to_world&amp;nbsp;:&amp;nbsp;World&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;40&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;lt;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;41&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="color:blue;"&gt;string&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;UIWidget&amp;nbsp;=&amp;nbsp;&lt;/span&gt;&lt;span style="color:blue;"&gt;&amp;quot;none&amp;quot;&lt;/span&gt;&lt;span style="font-size:11px;"&gt;;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;42&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;gt;;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;43&lt;/td&gt;
            &lt;td&gt;float4x4&amp;nbsp;__view&amp;nbsp;:&amp;nbsp;View&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;44&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;lt;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;45&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="color:blue;"&gt;string&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;SasUiControl&amp;nbsp;=&amp;nbsp;&lt;/span&gt;&lt;span style="color:blue;"&gt;&amp;quot;none&amp;quot;&lt;/span&gt;&lt;span style="font-size:11px;"&gt;;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;46&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;gt;;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;47&lt;/td&gt;
            &lt;td&gt;float4x4&amp;nbsp;__camera_to_world&amp;nbsp;:&amp;nbsp;ViewInverse&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;48&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;lt;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;49&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="color:blue;"&gt;string&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;UIWidget&amp;nbsp;=&amp;nbsp;&lt;/span&gt;&lt;span style="color:blue;"&gt;&amp;quot;none&amp;quot;&lt;/span&gt;&lt;span style="font-size:11px;"&gt;;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;50&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;gt;;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;51&lt;/td&gt;
            &lt;td&gt;float4x4&amp;nbsp;__projection&amp;nbsp;:&amp;nbsp;Projection&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;52&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;lt;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;53&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="color:blue;"&gt;string&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;SasUiControl&amp;nbsp;=&amp;nbsp;&lt;/span&gt;&lt;span style="color:blue;"&gt;&amp;quot;none&amp;quot;&lt;/span&gt;&lt;span style="font-size:11px;"&gt;;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;54&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;gt;;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;55&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;56&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&lt;span style="color:green;"&gt;//&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;57&lt;/td&gt;
            &lt;td&gt;&lt;span style="color:green;"&gt;//&amp;nbsp;The&amp;nbsp;App2vert&amp;nbsp;structure&amp;nbsp;defines&amp;nbsp;the&amp;nbsp;vertex&amp;nbsp;attributes&amp;nbsp;used&amp;nbsp;by&amp;nbsp;the&amp;nbsp;vertex&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;58&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&lt;span style="color:green;"&gt;//&amp;nbsp;shader.&amp;nbsp;The&amp;nbsp;application&amp;nbsp;should&amp;nbsp;supply&amp;nbsp;a&amp;nbsp;vertex&amp;nbsp;stream&amp;nbsp;containing&amp;nbsp;these&amp;nbsp;&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;59&lt;/td&gt;
            &lt;td&gt;&lt;span style="color:green;"&gt;//&amp;nbsp;elements.&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;60&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&lt;span style="color:green;"&gt;//&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;61&lt;/td&gt;
            &lt;td&gt;&lt;span style="color:blue;"&gt;struct&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;App2vert&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;62&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;{&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;63&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;float3&amp;nbsp;position&amp;nbsp;:&amp;nbsp;POSITION;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;64&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;float3&amp;nbsp;normal&amp;nbsp;:&amp;nbsp;NORMAL;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;65&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="color:green;"&gt;//&amp;nbsp;for&amp;nbsp;skinning&amp;nbsp;(not&amp;nbsp;used&amp;nbsp;by&amp;nbsp;XSI&amp;nbsp;however)&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;66&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;float4&amp;nbsp;BoneIndices&amp;nbsp;:&amp;nbsp;BLENDINDICES0;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;67&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;float4&amp;nbsp;BoneWeights&amp;nbsp;:&amp;nbsp;BLENDWEIGHT0;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;68&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;};&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;69&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;70&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&lt;span style="color:green;"&gt;//&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;71&lt;/td&gt;
            &lt;td&gt;&lt;span style="color:green;"&gt;//&amp;nbsp;The&amp;nbsp;Vert2frag_out&amp;nbsp;structure&amp;nbsp;defines&amp;nbsp;values&amp;nbsp;output&amp;nbsp;by&amp;nbsp;the&amp;nbsp;vertex&amp;nbsp;shader.&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;72&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&lt;span style="color:green;"&gt;//&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;73&lt;/td&gt;
            &lt;td&gt;&lt;span style="color:blue;"&gt;struct&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;Vert2frag_out&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;74&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;{&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;75&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;float4&amp;nbsp;hpos&amp;nbsp;:&amp;nbsp;POSITION;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;76&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;float3&amp;nbsp;position&amp;nbsp;:&amp;nbsp;TEXCOORD6;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;77&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;float3&amp;nbsp;normal&amp;nbsp;:&amp;nbsp;TEXCOORD7;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;78&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;};&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;79&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;80&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&lt;span style="color:green;"&gt;//&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;81&lt;/td&gt;
            &lt;td&gt;&lt;span style="color:green;"&gt;//&amp;nbsp;The&amp;nbsp;Vert2frag_in&amp;nbsp;structure&amp;nbsp;defines&amp;nbsp;values&amp;nbsp;used&amp;nbsp;by&amp;nbsp;the&amp;nbsp;fragment&amp;nbsp;shader.&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;82&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&lt;span style="color:green;"&gt;//&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;83&lt;/td&gt;
            &lt;td&gt;&lt;span style="color:blue;"&gt;struct&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;Vert2frag_in&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;84&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;{&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;85&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;float4&amp;nbsp;hpos&amp;nbsp;:&amp;nbsp;POSITION;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;86&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;float3&amp;nbsp;position&amp;nbsp;:&amp;nbsp;TEXCOORD6;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;87&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;float3&amp;nbsp;normal&amp;nbsp;:&amp;nbsp;TEXCOORD7;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;88&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;};&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;89&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;90&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&lt;span style="color:green;"&gt;//&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;91&lt;/td&gt;
            &lt;td&gt;&lt;span style="color:green;"&gt;//&amp;nbsp;This&amp;nbsp;function&amp;nbsp;is&amp;nbsp;the&amp;nbsp;main&amp;nbsp;method&amp;nbsp;of&amp;nbsp;the&amp;nbsp;vertex&amp;nbsp;shader.&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;92&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&lt;span style="color:green;"&gt;//&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;93&lt;/td&gt;
            &lt;td&gt;Vert2frag_out&amp;nbsp;vertex_main(&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;94&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;App2vert&amp;nbsp;vs_in)&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;95&lt;/td&gt;
            &lt;td&gt;{&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;96&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;Vert2frag_out&amp;nbsp;vs_out;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;97&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;float4&amp;nbsp;position&amp;nbsp;=&amp;nbsp;float4(vs_in.position,&amp;nbsp;1);&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;98&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;vs_out.hpos&amp;nbsp;=&amp;nbsp;mul(position,&amp;nbsp;__object_to_ndc);&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;99&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;vs_out.position&amp;nbsp;=&amp;nbsp;mul(position,&amp;nbsp;__object_to_world).xyz;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;100&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;vs_out.normal&amp;nbsp;=&amp;nbsp;mul((float3x3)__world_to_object,&amp;nbsp;vs_in.normal);&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;101&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="color:blue;"&gt;return&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;vs_out;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;102&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;}&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;103&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;104&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&lt;span style="color:green;"&gt;//&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;105&lt;/td&gt;
            &lt;td&gt;&lt;span style="color:green;"&gt;//&amp;nbsp;This&amp;nbsp;function&amp;nbsp;is&amp;nbsp;the&amp;nbsp;main&amp;nbsp;method&amp;nbsp;of&amp;nbsp;the&amp;nbsp;skinned&amp;nbsp;vertex&amp;nbsp;shader.&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;106&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&lt;span style="color:green;"&gt;//&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;107&lt;/td&gt;
            &lt;td&gt;Vert2frag_out&amp;nbsp;skinned_vertex_main(&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;108&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;App2vert&amp;nbsp;vs_in)&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;109&lt;/td&gt;
            &lt;td&gt;{&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;110&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;Vert2frag_out&amp;nbsp;vs_out;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;111&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;112&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;float4&amp;nbsp;position&amp;nbsp;=&amp;nbsp;float4(vs_in.position,&amp;nbsp;1);&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;113&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;float4&amp;nbsp;HPOS&amp;nbsp;=&amp;nbsp;float4(0,&amp;nbsp;0,&amp;nbsp;0,&amp;nbsp;0);&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;114&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="color:blue;"&gt;if&lt;/span&gt;&lt;span style="font-size:11px;"&gt;(&amp;nbsp;UseBones&amp;nbsp;==&amp;nbsp;&lt;/span&gt;&lt;span style="color:blue;"&gt;true&lt;/span&gt;&lt;span style="font-size:11px;"&gt;)&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;115&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;{&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;116&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;float4x4&amp;nbsp;skinTransform&amp;nbsp;=&amp;nbsp;0;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;117&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="color:green;"&gt;//&amp;nbsp;When&amp;nbsp;the&amp;nbsp;next&amp;nbsp;4&amp;nbsp;lines&amp;nbsp;are&amp;nbsp;commented&amp;nbsp;out,&amp;nbsp;the&amp;nbsp;shader&amp;nbsp;displays&amp;nbsp;fine&amp;nbsp;in&amp;nbsp;Softimage.&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;118&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="color:green;"&gt;//&amp;nbsp;But&amp;nbsp;putting&amp;nbsp;enabling&amp;nbsp;one&amp;nbsp;or&amp;nbsp;more&amp;nbsp;will&amp;nbsp;make&amp;nbsp;the&amp;nbsp;shader&amp;nbsp;disappear&amp;nbsp;completely&amp;nbsp;in&amp;nbsp;the&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;119&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="color:green;"&gt;//&amp;nbsp;Softimage&amp;nbsp;viewport,&amp;nbsp;no&amp;nbsp;matter&amp;nbsp;what&amp;nbsp;value&amp;nbsp;&amp;quot;UseBones&amp;quot;&amp;nbsp;is&amp;nbsp;set&amp;nbsp;to&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;120&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;skinTransform&amp;nbsp;+=&amp;nbsp;Bones[vs_in.BoneIndices.x]&amp;nbsp;*&amp;nbsp;vs_in.BoneWeights.x;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;121&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;skinTransform&amp;nbsp;+=&amp;nbsp;Bones[vs_in.BoneIndices.y]&amp;nbsp;*&amp;nbsp;vs_in.BoneWeights.y;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;122&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;skinTransform&amp;nbsp;+=&amp;nbsp;Bones[vs_in.BoneIndices.z]&amp;nbsp;*&amp;nbsp;vs_in.BoneWeights.z;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;123&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;skinTransform&amp;nbsp;+=&amp;nbsp;Bones[vs_in.BoneIndices.w]&amp;nbsp;*&amp;nbsp;vs_in.BoneWeights.w;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;124&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;125&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="color:green;"&gt;//&amp;nbsp;Skin&amp;nbsp;the&amp;nbsp;vertex&amp;nbsp;position&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;126&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;float4&amp;nbsp;weightedPosition&amp;nbsp;=&amp;nbsp;mul(position,&amp;nbsp;skinTransform);&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;127&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;HPOS&amp;nbsp;=&amp;nbsp;mul(mul(weightedPosition,&amp;nbsp;__view),&amp;nbsp;__projection);&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;128&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;vs_out.normal&amp;nbsp;=&amp;nbsp;normalize(mul(float3(vs_in.normal.xyz),&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;129&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;(float3x3)skinTransform));&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;130&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;vs_out.position&amp;nbsp;=&amp;nbsp;weightedPosition;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;131&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;}&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;132&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="color:blue;"&gt;else&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;133&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;{&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;134&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;HPOS&amp;nbsp;=&amp;nbsp;mul(position,&amp;nbsp;__object_to_ndc);&amp;nbsp;&lt;span style="color:green;"&gt;//&amp;nbsp;TMP&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;135&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;vs_out.position&amp;nbsp;=&amp;nbsp;mul(position,&amp;nbsp;__object_to_world).xyz;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;136&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;vs_out.normal&amp;nbsp;=&amp;nbsp;mul((float3x3)__world_to_object,&amp;nbsp;vs_in.normal);&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;137&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;}&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;138&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;vs_out.hpos&amp;nbsp;=&amp;nbsp;HPOS;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;139&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="color:blue;"&gt;return&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;vs_out;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;140&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;}&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;141&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;142&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&lt;span style="color:green;"&gt;//&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;143&lt;/td&gt;
            &lt;td&gt;&lt;span style="color:green;"&gt;//&amp;nbsp;This&amp;nbsp;function&amp;nbsp;is&amp;nbsp;the&amp;nbsp;main&amp;nbsp;method&amp;nbsp;of&amp;nbsp;the&amp;nbsp;fragment&amp;nbsp;shader.&amp;nbsp;It&amp;nbsp;initializes&amp;nbsp;the&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;144&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&lt;span style="color:green;"&gt;//&amp;nbsp;values&amp;nbsp;in&amp;nbsp;the&amp;nbsp;state&amp;nbsp;structure&amp;nbsp;that&amp;nbsp;are&amp;nbsp;used&amp;nbsp;by&amp;nbsp;nodes&amp;nbsp;in&amp;nbsp;the&amp;nbsp;shader&amp;nbsp;graph&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;145&lt;/td&gt;
            &lt;td&gt;&lt;span style="color:green;"&gt;//&amp;nbsp;and&amp;nbsp;produces&amp;nbsp;the&amp;nbsp;final&amp;nbsp;result&amp;nbsp;of&amp;nbsp;the&amp;nbsp;shader.&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;146&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&lt;span style="color:green;"&gt;//&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;147&lt;/td&gt;
            &lt;td&gt;float4&amp;nbsp;fragment_main(&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;148&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;Vert2frag_in&amp;nbsp;fs_in)&amp;nbsp;:&amp;nbsp;COLOR&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;149&lt;/td&gt;
            &lt;td&gt;{&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;150&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;State&amp;nbsp;state;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;151&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;state.position&amp;nbsp;=&amp;nbsp;fs_in.position;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;152&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;state.normal&amp;nbsp;=&amp;nbsp;normalize(fs_in.normal);&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;153&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;state.origin&amp;nbsp;=&amp;nbsp;__camera_to_world[3];&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;154&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;float3&amp;nbsp;eye_to_pos&amp;nbsp;=&amp;nbsp;state.position&amp;nbsp;-&amp;nbsp;state.origin;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;155&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;state.ray_length&amp;nbsp;=&amp;nbsp;length(eye_to_pos);&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;156&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;state.direction&amp;nbsp;=&amp;nbsp;eye_to_pos/state.ray_length;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;157&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="color:blue;"&gt;return&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;float4(0.4,&amp;nbsp;0.2,&amp;nbsp;0.8,&amp;nbsp;1.0);&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;158&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;}&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;159&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;160&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;161&lt;/td&gt;
            &lt;td&gt;&lt;span style="color:green;"&gt;//&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;162&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&lt;span style="color:green;"&gt;//&amp;nbsp;The&amp;nbsp;following&amp;nbsp;define&amp;nbsp;the&amp;nbsp;default&amp;nbsp;technique&amp;nbsp;and&amp;nbsp;pass&amp;nbsp;of&amp;nbsp;the&amp;nbsp;effect.&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;163&lt;/td&gt;
            &lt;td&gt;&lt;span style="color:green;"&gt;//&lt;/span&gt;&lt;span style="font-size:11px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;164&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;technique&amp;nbsp;T0&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;165&lt;/td&gt;
            &lt;td&gt;{&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;166&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;pass&amp;nbsp;P0&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;167&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;{&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;168&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;ZEnable&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;=&amp;nbsp;&lt;span style="color:blue;"&gt;true&lt;/span&gt;&lt;span style="font-size:11px;"&gt;;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;169&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;ZWriteEnable&amp;nbsp;=&amp;nbsp;&lt;span style="color:blue;"&gt;true&lt;/span&gt;&lt;span style="font-size:11px;"&gt;;&amp;nbsp;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;170&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;CullMode&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;=&amp;nbsp;none;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;171&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;VertexShader&amp;nbsp;=&amp;nbsp;compile&amp;nbsp;vs_3_0&amp;nbsp;skinned_vertex_main();&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;172&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;PixelShader&amp;nbsp;&amp;nbsp;=&amp;nbsp;compile&amp;nbsp;ps_3_0&amp;nbsp;fragment_main();&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;173&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;}&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;174&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;}&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;175&lt;/td&gt;
            &lt;td&gt;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;176&lt;/td&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&amp;nbsp;&lt;/td&gt;
        &lt;/tr&gt;
    
&lt;/table&gt;
&lt;/div&gt;
&lt;br /&gt;
&lt;em&gt;The shader works fine in FX Composer 2.5,&lt;/em&gt; so I suspect the error to lie somewhere in Mod Tool 7.5 (which I&amp;#39;m using). I could possibly get around this problem by separating the shader into a skinned and an unskinned Technique, however I&amp;#39;d like to follow the approach that is suggested in the tutorials. &lt;br /&gt;
&lt;br /&gt;
Cheers,&lt;br /&gt;
Ruediger&lt;br /&gt;
&lt;br /&gt;</description></item><item><title>Watermark on Weight Paint Panel</title><link>http://forums.xna.com/forums/thread/224974.aspx</link><pubDate>Thu, 10 Sep 2009 12:16:08 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:224974</guid><dc:creator>Dimitris Oikonomidis</dc:creator><slash:comments>1</slash:comments><comments>http://forums.xna.com/forums/thread/224974.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=64&amp;PostID=224974</wfw:commentRss><description>Hi all,&lt;br /&gt;
&lt;br /&gt;
I have downloaded XSI from the partners page and after several days of learning modeling and animation I open the Weight Paint Panel and what I see on my model is a &amp;quot;SOFTIMAGE&amp;quot; watermark instead of the colors of the weight map. Isn&amp;#39;t that a full version? How am I supposed to assign weights on my model for deformation and animation?&lt;br /&gt;</description></item><item><title>Stamp UV mesh problem</title><link>http://forums.xna.com/forums/thread/230305.aspx</link><pubDate>Thu, 24 Sep 2009 17:02:11 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:230305</guid><dc:creator>Dimitris Oikonomidis</dc:creator><slash:comments>2</slash:comments><comments>http://forums.xna.com/forums/thread/230305.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=64&amp;PostID=230305</wfw:commentRss><description>Hi all, &lt;br /&gt;
&lt;br /&gt;
When I try to export my stamped textured with Edit &amp;gt; Stamp UV Mesh from the Texture Editor I get the same image I imported. Nothing is stamped &lt;br /&gt;
Has anyone that problem?&lt;br /&gt;</description></item><item><title>Connect: Softimage for GS3.1</title><link>http://forums.xna.com/forums/thread/223492.aspx</link><pubDate>Sun, 06 Sep 2009 00:40:02 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:223492</guid><dc:creator>PinoEire</dc:creator><slash:comments>9</slash:comments><comments>http://forums.xna.com/forums/thread/223492.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=64&amp;PostID=223492</wfw:commentRss><description>Hi all,&lt;br /&gt;
&lt;br /&gt;
I&amp;#39;ve submitted &lt;a href="https://connect.microsoft.com/feedback/ViewFeedback.aspx?FeedbackID=488340&amp;amp;SiteID=226" target="_blank"&gt;this MS Connect issue&lt;/a&gt; to ask XSI to be updated. Please add your rating and validation to support the request.&lt;br /&gt;
&lt;br /&gt;
Cheers,&lt;br /&gt;
Pino&lt;br /&gt;</description></item><item><title>Applying a BVH Animation to the Avatar Rig</title><link>http://forums.xna.com/forums/thread/214403.aspx</link><pubDate>Fri, 14 Aug 2009 19:00:29 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:214403</guid><dc:creator>kewlniss</dc:creator><slash:comments>5</slash:comments><comments>http://forums.xna.com/forums/thread/214403.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=64&amp;PostID=214403</wfw:commentRss><description>I&amp;#39;m curious if anyone got this working using the SOFTIMAGE|XSI Mod Tool.&lt;br /&gt;
&lt;br /&gt;
I&amp;#39;ve been looking at the Retargeting Mocap Data from C3D or BVH Files to Rig under the Softimage Motor (Motion Transformation) for Characters under the Character Animation section of the Softimage User&amp;#39;s Guide.&lt;br /&gt;
&lt;br /&gt;
When I follow the steps the application just crashes. I&amp;#39;m sure it is because I&amp;#39;m not tagging the skeleton correctly, but I&amp;#39;m unsure exactly what the appropriate mapping should be.&lt;br /&gt;
&lt;br /&gt;
My guess is that my .tagt file I&amp;#39;ve created is off.  Of course, I&amp;#39;m using pre-built bvh files as well and so maybe it is something there? I have tried several and I&amp;#39;m getting the same results.&lt;br /&gt;
&lt;br /&gt;
I&amp;#39;m sure I&amp;#39;m just not tagging the skeleton right, but was hoping that someone has already solved this problem (and might have a .tagt file to share ;-) )&lt;br /&gt;
&lt;br /&gt;
Just so it is listed, here is the latest .tagt file I&amp;#39;ve saved.&lt;br /&gt;
&lt;br /&gt;
&lt;div style="border:#7f9db9 1px solid;background-color:white;font-family:courier new;font-size:11px;overflow:auto;"&gt;
&lt;table style="border-bottom:#eee 0px solid;border-right-width:0px;background-color:#fff;margin:2px 0px;width:99%;border-collapse:collapse;border-top-width:0px;border-left-width:0px;" cellspacing="0" cellpadding="0"&gt;
    
    
        &lt;tr&gt;
            &lt;td&gt;&lt;span style="font-size:11px;"&gt;Biped  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;26   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;cog Torso_Control_Rotate  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;spineroot BASE  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;chest BACKB  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;pelvis Base_Control  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;rthigh RT_SC_H  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;rshin RT_SC_K  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;rfoot RT_Leg_IK__MotionFootLeft  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;rclavicle RT_C  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;rupperarm RT_SC_TWIST_S  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;rforearm RT_E_TWIST  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;rwrist RT_Arm_IK_Control  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;rhand RT_NonFinger_Arm_IK_Control1  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;lthigh LF_SC_H  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;lshin LF_SC_K  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;lfoot LF_Leg_IK__MotionFootLeft  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;lclavicle LF_C  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;lupperarm LF_SC_TWIST_S  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;lforearm LF_E_TWIST  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;lwrist LF_Arm_IK_Control  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;lhand LF_NonFinger_Arm_IK_Control  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;neck SC_NECK  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;head HEAD  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;rheel RT_A  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;rtoe RT_T  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;lheel LF_A  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;ltoe LF_T  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;Biped  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;8   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;MapFile2.0  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;Biped  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;26   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;cog {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    Torso_Control_Rotate;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    2.22045e-016 1 0   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    0 0 1   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;}  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;spineroot {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    BASE;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    -0.999818 -0.0190803 9.99201e-016   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    0.0190803 -0.999818 8.88178e-016   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;}  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;chest {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    BACKB;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    0.994185 -0.107683 -6.27276e-015   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    -0.107683 -0.994185 5.55112e-016   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;}  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;pelvis {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    Base_Control;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    0 1 0   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    0 0 1   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;}  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;rthigh {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    RT_SC_H;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    0.0106957 -0.999942 -0.00152977   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    -0.999941 -0.0106985 0.00181183   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;}  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;rshin {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    RT_SC_K;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    -0.0122627 -0.999923 -0.00166952   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    -0.999907 0.0122524 0.00604798   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;}  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;rfoot {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    RT_Leg_IK__MotionFootLeft;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    0 0 1   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    0 1 0   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;}  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;rclavicle {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    RT_C;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    0.97296 -0.000503173 -0.230971   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    0.000489567 1 -0.000116218   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;}  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;rupperarm {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    RT_SC_TWIST_S;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    5.04827e-011 -1 -1.30659e-010   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    1 5.04827e-011 -8.15805e-009   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;}  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;rforearm {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    RT_E_TWIST;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    -3.06575e-011 -1 -1.32184e-010   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    1 -3.06577e-011 -1.85745e-009   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;}  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;rwrist {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    RT_Arm_IK_Control;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    1 -8.12017e-011 -7.12442e-013   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    8.12017e-011 1 1.48548e-012   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;}  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;rhand {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    RT_NonFinger_Arm_IK_Control1;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    1 -8.12017e-011 -7.12442e-013   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    8.12017e-011 1 1.48548e-012   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;}  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;lthigh {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    LF_SC_H;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    0.0191708 -0.999815 0.00150589   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    -0.999816 -0.0191689 0.00121924   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;}  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;lshin {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    LF_SC_K;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    -0.00656749 -0.999977 0.00148489   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    -0.999966 0.00657478 0.00495968   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;}  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;lfoot {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    LF_Leg_IK__MotionFootLeft;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    0 0 1   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    0 1 0   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;}  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;lclavicle {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    LF_C;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    0.97296 -0.000503173 0.230971   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    0.000489567 1 0.000116218   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;}  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;lupperarm {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    LF_SC_TWIST_S;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    2.18683e-008 -1 2.35212e-009   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    1 2.18683e-008 5.49164e-008   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;}  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;lforearm {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    LF_E_TWIST;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    1.84203e-006 -1 4.88087e-008   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    1 1.84203e-006 2.0711e-006   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;}  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;lwrist {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    LF_Arm_IK_Control;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    1 0 0   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    0 1 0   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;}  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;lhand {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    LF_NonFinger_Arm_IK_Control;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    1 0 0   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    0 1 -2.77556e-017   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;}  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;neck {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    SC_NECK;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    0 1 0   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    1 0 2.22045e-016   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;}  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;head {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    HEAD;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    0.998569 0.0534854 -1.64868e-014   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    0.0534854 -0.998569 8.61533e-014   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;}  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;rheel {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    RT_A;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    0.795422 -0.604599 0.0419987   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    -0.603787 -0.79653 -0.0313199   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;}  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;rtoe {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    RT_T;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    0.968969 -0.245184 -0.0313739   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    -0.24637 -0.968257 -0.0421869   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;}  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;lheel {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    LF_A;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    0.795443 -0.604602 -0.0415593   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    -0.603792 -0.796528 0.0312889   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;}  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;ltoe {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    LF_T;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    0.968959 -0.245166 0.0318133   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    -0.246373 -0.968258 0.0421557   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;}  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;4   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;Biped  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;Biped  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;cog  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;84.716 1.21801e-016 2.7881e-016 0.707107 0.707107 0 0 0 0   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;spineroot  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;9.21269 0.0067462 -0.707075 -0.0067462 0.707075 0 0 0 0   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;chest  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;9.21269 0.0381272 -0.706078 0.0381272 -0.706078 0 0 0 0   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;pelvis  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;9.21269 4.32964e-017 -4.32964e-017 -0.707107 -0.707107 0 0 0 0   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;rthigh  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;25.3761 0.497393 -0.503502 0.497243 -0.501832 0 0 0 0   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;rshin  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;26.4957 0.504135 -0.49886 0.50197 -0.494988 0 0 0 0   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;rfoot  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;52.4037 1 0 0 0 0 0 0 0   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;rclavicle  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;12.3467 0.620092 -0.000156007 -0.784529 0.000197377 0 0 0 0   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;rupperarm  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;12.0882 0.5 -0.5 -0.5 0.5 0 0 0 0   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;rforearm  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;27.1726 0.5 -0.5 -0.5 0.5 0 0 0 0   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;rwrist  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;32.3145 0.707107 0 -0.707107 0 0 0 0 0   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;rhand  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;7.701 0.707107 0 -0.707107 0 0 0 0 0   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;lthigh  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;25.3544 0.495865 -0.504691 0.494504 -0.504848 0 0 0 0   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;lshin  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;26.5084 0.503247 -0.499227 0.50003 -0.497479 0 0 0 0   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;lfoot  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;52.4116 1 0 0 0 0 0 0 0   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;lclavicle  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;12.3467 0.784529 -0.000197377 -0.620092 0.000156007 0 0 0 0   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;lupperarm  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;12.0882 0.5 -0.5 -0.5 0.5 0 0 0 0   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;lforearm  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;27.171 0.500001 -0.5 -0.5 0.499999 0 0 0 0   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;lwrist  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;32.3129 0.707107 0 -0.707107 0 0 0 0 0   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;lhand  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;7.701 0.707107 0 -0.707107 0 0 0 0 0   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;neck  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;21.3513 0.5 0.5 0.5 0.5 0 0 0 0   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;head  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;8.03415 0.0189167 0.706854 0.0189167 0.706854 0 0 0 0   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;rheel  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;12.8931 0.219704 -0.652331 0.231225 -0.687553 0 0 0 0   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;rtoe  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;16.8207 0.07142 -0.710575 0.103781 -0.692252 0 0 0 0   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;lheel  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;12.8837 0.231265 -0.687406 0.219665 -0.652485 0 0 0 0   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;ltoe  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;16.83 0.103787 -0.692094 0.0714094 -0.710728 0 0 0 0   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;32.6473 52.4116  &lt;/td&gt;
        &lt;/tr&gt;
    
&lt;/table&gt;
&lt;/div&gt;
&lt;br /&gt;
Thanks!</description></item><item><title>ModTool Exporting Hidden/Reference Objects</title><link>http://forums.xna.com/forums/thread/224180.aspx</link><pubDate>Tue, 08 Sep 2009 04:39:10 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:224180</guid><dc:creator>amrakdab</dc:creator><slash:comments>1</slash:comments><comments>http://forums.xna.com/forums/thread/224180.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=64&amp;PostID=224180</wfw:commentRss><description>I come across this problem originally by trying to export a previous xsi model i made.&lt;br /&gt;
&lt;br /&gt;
To eliminate potential problems, I started a new project and used create model, then added some text which i moved and rotated.&lt;br /&gt;
&lt;br /&gt;
When I export this basic model, it seems to be exporting the original text as well as the result of the text being moved and rotated.&amp;nbsp;  I also beleive this problem occurs if you duplicate an object, then proceed to move/rotate it.&lt;br /&gt;
&lt;br /&gt;
I am freezing the model.&lt;br /&gt;
&lt;br /&gt;
I only have the model selected when I export.&lt;br /&gt;
&lt;br /&gt;
I am using Publish Model from the XNA Game Studio menu in ModTool.&lt;br /&gt;
&lt;br /&gt;
I am using ModTool 7.5.&lt;br /&gt;
&lt;br /&gt;
Ive done a fair amount of forum searching/googling and cant find anyone with the same problem, appreciate any help on this one.&lt;br /&gt;
&lt;br /&gt;
Cheers.&lt;br /&gt;</description></item><item><title>using .xsi on the xbox</title><link>http://forums.xna.com/forums/thread/224804.aspx</link><pubDate>Wed, 09 Sep 2009 22:09:16 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:224804</guid><dc:creator>Dave Burford</dc:creator><slash:comments>2</slash:comments><comments>http://forums.xna.com/forums/thread/224804.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=64&amp;PostID=224804</wfw:commentRss><description>Hey again,&lt;br /&gt;
&lt;br /&gt;
well after converting most my models to .xsi now i&amp;#39;ve finally got used to mod tool I just did a test build for xbox.&amp;nbsp; it crashed loading .xsi models.&amp;nbsp; i&amp;#39;ve discovered thats because I need xbox360 versions of XSIXNARuntime and Softimage.XWImporter (duh me).&amp;nbsp; I tried rebuilding XSIXNARuntime by opening the included solution, setting the build mode to release and rebuilding everything.&amp;nbsp; However using any of my home built dlls stops my game project from even compiling with the error:&lt;br /&gt;
&lt;br /&gt;
Error&amp;nbsp;&amp;nbsp; &amp;nbsp;8&amp;nbsp;&amp;nbsp; &amp;nbsp;The &amp;quot;BuildContent&amp;quot; task failed unexpectedly.&lt;br /&gt;
System.Reflection.ReflectionTypeLoadException: Unable to load one or more of the requested types. Retrieve the LoaderExceptions property for more information.&lt;br /&gt;
&lt;br /&gt;
nothing I do seems to fix this.&amp;nbsp; further more i cant seem to find source for Softimage.XWImporter anywhere anyway!&lt;br /&gt;
Anyone know how to fix this or, alternitively, anyone have a working set of dlls for 360 they are willing to share?&lt;br /&gt;
&lt;br /&gt;
Thanks!&lt;br /&gt;</description></item><item><title>Importing an FBX model</title><link>http://forums.xna.com/forums/thread/225160.aspx</link><pubDate>Thu, 10 Sep 2009 21:15:22 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:225160</guid><dc:creator>Fervent Interactive</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/225160.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=64&amp;PostID=225160</wfw:commentRss><description>So I can easily create a model...texture it...and load it into xna.&lt;br /&gt;
&lt;br /&gt;
the only issue I have is that I cannot import the model BACK into the Mod Tool with texture in tact when i want to work on it again...&lt;br /&gt;
&lt;br /&gt;
Is this not something people do?&lt;br /&gt;</description></item><item><title>Click here if you wanna make a third person XSI game</title><link>http://forums.xna.com/forums/thread/223711.aspx</link><pubDate>Sun, 06 Sep 2009 20:38:27 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:223711</guid><dc:creator>crappydude123</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/223711.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=64&amp;PostID=223711</wfw:commentRss><description>&lt;div style="border:#7f9db9 1px solid;font-size:11px;overflow:auto;font-family:courier new;background-color:white;"&gt;
&lt;table style="border-top-width:0px;border-left-width:0px;margin:2px 0px;width:99%;border-bottom:#eee 0px solid;border-collapse:collapse;background-color:#fff;border-right-width:0px;" cellspacing="0" cellpadding="0"&gt;
    
    
        &lt;tr&gt;
            &lt;td&gt;&lt;span style="font-size:11px;"&gt;&lt;/span&gt;&lt;span style="color:#808080;"&gt;#region Using Statements &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&lt;span style="color:#0000ff;"&gt;using&lt;/span&gt;&lt;span style="font-size:11px;"&gt; System;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;&lt;span style="color:#0000ff;"&gt;using&lt;/span&gt;&lt;span style="font-size:11px;"&gt; System.Threading;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&lt;span style="color:#0000ff;"&gt;using&lt;/span&gt;&lt;span style="font-size:11px;"&gt; System.Collections.Generic;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;&lt;span style="color:#0000ff;"&gt;using&lt;/span&gt;&lt;span style="font-size:11px;"&gt; Microsoft.Xna.Framework;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&lt;span style="color:#0000ff;"&gt;using&lt;/span&gt;&lt;span style="font-size:11px;"&gt; Microsoft.Xna.Framework.Audio;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;&lt;span style="color:#0000ff;"&gt;using&lt;/span&gt;&lt;span style="font-size:11px;"&gt; Microsoft.Xna.Framework.Content;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&lt;span style="color:#0000ff;"&gt;using&lt;/span&gt;&lt;span style="font-size:11px;"&gt; Microsoft.Xna.Framework.Graphics;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;&lt;span style="color:#0000ff;"&gt;using&lt;/span&gt;&lt;span style="font-size:11px;"&gt; Microsoft.Xna.Framework.Input;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&lt;span style="color:#0000ff;"&gt;using&lt;/span&gt;&lt;span style="font-size:11px;"&gt; Microsoft.Xna.Framework.Storage;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;&lt;span style="color:#0000ff;"&gt;using&lt;/span&gt;&lt;span style="font-size:11px;"&gt; XSIXNARuntime; &lt;/span&gt;&lt;span style="color:#808080;"&gt;&lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&lt;span style="color:#808080;"&gt;#endregion &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;&lt;span style="color:#0000ff;"&gt;namespace&lt;/span&gt;&lt;span style="font-size:11px;"&gt; ***  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;{  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    &lt;span style="color:#0000ff;"&gt;public&lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;span style="color:#0000ff;"&gt;class&lt;/span&gt;&lt;span style="font-size:11px;"&gt; ModelAsset  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        &lt;span style="color:#0000ff;"&gt;public&lt;/span&gt;&lt;span style="font-size:11px;"&gt; Model CrosswalkModel;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        &lt;span style="color:#0000ff;"&gt;public&lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;span style="color:#0000ff;"&gt;int&lt;/span&gt;&lt;span style="font-size:11px;"&gt; AnimationIndex = 0;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        &lt;span style="color:#0000ff;"&gt;public&lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;span style="color:#0000ff;"&gt;int&lt;/span&gt;&lt;span style="font-size:11px;"&gt; OldAnimationIndex = 0;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        &lt;span style="color:#0000ff;"&gt;public&lt;/span&gt;&lt;span style="font-size:11px;"&gt; List&amp;lt;XSIAnimationContent&amp;gt; Animations;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        &lt;span style="color:#0000ff;"&gt;public&lt;/span&gt;&lt;span style="font-size:11px;"&gt; String FilePath;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        &lt;span style="color:#0000ff;"&gt;public&lt;/span&gt;&lt;span style="font-size:11px;"&gt; ModelAsset(String AssetPath, ContentManager content)  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            LoadContent(AssetPath, content);  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            FilePath = AssetPath;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        }  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        &lt;span style="color:#0000ff;"&gt;public&lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;span style="color:#0000ff;"&gt;void&lt;/span&gt;&lt;span style="font-size:11px;"&gt; LoadContent(String AssetPath, ContentManager content)  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            CrosswalkModel = content.Load&amp;lt;Model&amp;gt;(AssetPath);  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            Animations = &lt;span style="color:#0000ff;"&gt;new&lt;/span&gt;&lt;span style="font-size:11px;"&gt; List&amp;lt;XSIAnimationContent&amp;gt;();  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            &lt;span style="color:#008000;"&gt;// post process animation &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            XSIAnimationData l_Animations = CrosswalkModel.Tag &lt;span style="color:#0000ff;"&gt;as&lt;/span&gt;&lt;span style="font-size:11px;"&gt; XSIAnimationData;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            &lt;span style="color:#0000ff;"&gt;if&lt;/span&gt;&lt;span style="font-size:11px;"&gt; (l_Animations != &lt;/span&gt;&lt;span style="color:#0000ff;"&gt;null&lt;/span&gt;&lt;span style="font-size:11px;"&gt;)  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                &lt;span style="color:#0000ff;"&gt;foreach&lt;/span&gt;&lt;span style="font-size:11px;"&gt; (KeyValuePair&amp;lt;String, XSIAnimationContent&amp;gt; AnimationClip &lt;/span&gt;&lt;span style="color:#0000ff;"&gt;in&lt;/span&gt;&lt;span style="font-size:11px;"&gt; l_Animations.RuntimeAnimationContentDictionary)  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                    AnimationClip.Value.BindModelBones(CrosswalkModel);  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                    Animations.Add(AnimationClip.Value);  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                }  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                l_Animations.ResolveBones(CrosswalkModel);  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            }  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        }  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    }  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    &lt;span style="color:#008000;"&gt;/// &amp;lt;summary&amp;gt; &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    &lt;span style="color:#008000;"&gt;/// This is the main type for your game &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    &lt;span style="color:#008000;"&gt;/// &amp;lt;/summary&amp;gt; &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    &lt;span style="color:#0000ff;"&gt;public&lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;span style="color:#0000ff;"&gt;class&lt;/span&gt;&lt;span style="font-size:11px;"&gt; Game1 : Microsoft.Xna.Framework.Game  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;    {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        Matrix view;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        Matrix proj;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        &lt;span style="color:#008000;"&gt;// Set the avatar position and rotation variables. &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        Vector3 avatarPosition = &lt;span style="color:#0000ff;"&gt;new&lt;/span&gt;&lt;span style="font-size:11px;"&gt; Vector3(0, 0, -50);  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        Vector3 avatarHeadOffset = &lt;span style="color:#0000ff;"&gt;new&lt;/span&gt;&lt;span style="font-size:11px;"&gt; Vector3(0, 10, 0);  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        &lt;span style="color:#0000ff;"&gt;float&lt;/span&gt;&lt;span style="font-size:11px;"&gt; avatarYaw;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        &lt;span style="color:#008000;"&gt;// Set the direction the camera points without rotation. &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        Vector3 cameraReference = &lt;span style="color:#0000ff;"&gt;new&lt;/span&gt;&lt;span style="font-size:11px;"&gt; Vector3(0, 0, 10);  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        Vector3 thirdPersonReference = &lt;span style="color:#0000ff;"&gt;new&lt;/span&gt;&lt;span style="font-size:11px;"&gt; Vector3(0, 200, -200);  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        &lt;span style="color:#008000;"&gt;// Set rates in world units per 1/60th second  &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        &lt;span style="color:#008000;"&gt;// (the default fixed-step interval). &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        &lt;span style="color:#0000ff;"&gt;float&lt;/span&gt;&lt;span style="font-size:11px;"&gt; rotationSpeed = 1f / 60f;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        &lt;span style="color:#008000;"&gt;//float forwardSpeed = 500f / 60f; &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        &lt;span style="color:#0000ff;"&gt;float&lt;/span&gt;&lt;span style="font-size:11px;"&gt; forwardSpeed = 50f / 60f;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        &lt;span style="color:#008000;"&gt;// Set field of view of the camera in radians (pi/4 is 45 degrees). &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        &lt;span style="color:#0000ff;"&gt;static&lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;span style="color:#0000ff;"&gt;float&lt;/span&gt;&lt;span style="font-size:11px;"&gt; viewAngle = MathHelper.PiOver4;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        &lt;span style="color:#008000;"&gt;// Set distance from the camera of the near and far clipping planes. &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        &lt;span style="color:#008000;"&gt;//static float nearClip = 5.0f; &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        &lt;span style="color:#0000ff;"&gt;static&lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;span style="color:#0000ff;"&gt;float&lt;/span&gt;&lt;span style="font-size:11px;"&gt; nearClip = 1.0f;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        &lt;span style="color:#0000ff;"&gt;static&lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;span style="color:#0000ff;"&gt;float&lt;/span&gt;&lt;span style="font-size:11px;"&gt; farClip = 2000.0f;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        &lt;span style="color:#008000;"&gt;// Set the camera state, avatar&amp;#39;s center, first-person, third-person. &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        &lt;span style="color:#0000ff;"&gt;int&lt;/span&gt;&lt;span style="font-size:11px;"&gt; cameraState = 2;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        &lt;span style="color:#0000ff;"&gt;bool&lt;/span&gt;&lt;span style="font-size:11px;"&gt; cameraStateKeyDown;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        GraphicsDeviceManager graphics;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        ContentManager content;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        KeyboardState oldKeyState;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        &lt;span style="color:#0000ff;"&gt;private&lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;span style="color:#0000ff;"&gt;float&lt;/span&gt;&lt;span style="font-size:11px;"&gt; FieldOfView;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        &lt;span style="color:#0000ff;"&gt;private&lt;/span&gt;&lt;span style="font-size:11px;"&gt; Vector3 Position;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        &lt;span style="color:#0000ff;"&gt;private&lt;/span&gt;&lt;span style="font-size:11px;"&gt; Vector3 Interest;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        &lt;span style="color:#0000ff;"&gt;private&lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;span style="color:#0000ff;"&gt;bool&lt;/span&gt;&lt;span style="font-size:11px;"&gt; PlaybackStatus = &lt;/span&gt;&lt;span style="color:#0000ff;"&gt;false&lt;/span&gt;&lt;span style="font-size:11px;"&gt;;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        &lt;span style="color:#0000ff;"&gt;private&lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;span style="color:#0000ff;"&gt;float&lt;/span&gt;&lt;span style="font-size:11px;"&gt; Blend = 1.0f;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        &lt;span style="color:#0000ff;"&gt;private&lt;/span&gt;&lt;span style="font-size:11px;"&gt; XSISASContainer SASData = &lt;/span&gt;&lt;span style="color:#0000ff;"&gt;new&lt;/span&gt;&lt;span style="font-size:11px;"&gt; XSISASContainer();  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        &lt;span style="color:#0000ff;"&gt;private&lt;/span&gt;&lt;span style="font-size:11px;"&gt; List&amp;lt;ModelAsset&amp;gt; Models;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        &lt;span style="color:#0000ff;"&gt;private&lt;/span&gt;&lt;span style="font-size:11px;"&gt; ModelAsset LightsAndCam;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        &lt;span style="color:#0000ff;"&gt;private&lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;span style="color:#0000ff;"&gt;int&lt;/span&gt;&lt;span style="font-size:11px;"&gt; CurrentModel = 0;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        &lt;span style="color:#0000ff;"&gt;private&lt;/span&gt;&lt;span style="font-size:11px;"&gt; SpriteFont Font;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        &lt;span style="color:#0000ff;"&gt;private&lt;/span&gt;&lt;span style="font-size:11px;"&gt; SpriteBatch FontWriter;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        &lt;span style="color:#0000ff;"&gt;private&lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;span style="color:#0000ff;"&gt;bool&lt;/span&gt;&lt;span style="font-size:11px;"&gt; ShowStatus = &lt;/span&gt;&lt;span style="color:#0000ff;"&gt;true&lt;/span&gt;&lt;span style="font-size:11px;"&gt;;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        &lt;span style="color:#0000ff;"&gt;private&lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;span style="color:#0000ff;"&gt;bool&lt;/span&gt;&lt;span style="font-size:11px;"&gt; ShowHelp = &lt;/span&gt;&lt;span style="color:#0000ff;"&gt;true&lt;/span&gt;&lt;span style="font-size:11px;"&gt;;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        &lt;span style="color:#0000ff;"&gt;private&lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;span style="color:#0000ff;"&gt;float&lt;/span&gt;&lt;span style="font-size:11px;"&gt; AspectRatio;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        &lt;span style="color:#0000ff;"&gt;private&lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;span style="color:#0000ff;"&gt;int&lt;/span&gt;&lt;span style="font-size:11px;"&gt; TotalElapsedFrames = 0;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        &lt;span style="color:#0000ff;"&gt;private&lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;span style="color:#0000ff;"&gt;int&lt;/span&gt;&lt;span style="font-size:11px;"&gt; PlaybackSpeedDivider = 1;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;         &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        &lt;span style="color:#0000ff;"&gt;public&lt;/span&gt;&lt;span style="font-size:11px;"&gt; Game1()  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            graphics = &lt;span style="color:#0000ff;"&gt;new&lt;/span&gt;&lt;span style="font-size:11px;"&gt; GraphicsDeviceManager(&lt;/span&gt;&lt;span style="color:#0000ff;"&gt;this&lt;/span&gt;&lt;span style="font-size:11px;"&gt;);  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            graphics.PreferMultiSampling = &lt;span style="color:#0000ff;"&gt;false&lt;/span&gt;&lt;span style="font-size:11px;"&gt;;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            &lt;span style="color:#008000;"&gt;// use this for 720P &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            graphics.PreferredBackBufferWidth = 1280;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            graphics.PreferredBackBufferHeight = 720;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;&lt;span style="color:#008000;"&gt;/* &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&lt;span style="color:#008000;"&gt;            // for NTSC, use a 4:3 ratio &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;&lt;span style="color:#008000;"&gt;            graphics.PreferredBackBufferWidth = 720; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&lt;span style="color:#008000;"&gt;            graphics.PreferredBackBufferHeight = 480; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;&lt;span style="color:#008000;"&gt;*/&lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            content = &lt;span style="color:#0000ff;"&gt;new&lt;/span&gt;&lt;span style="font-size:11px;"&gt; ContentManager(Services);  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        }  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        &lt;span style="color:#008000;"&gt;/// &amp;lt;summary&amp;gt; &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        &lt;span style="color:#008000;"&gt;/// Load your graphics content.  If loadAllContent is true, you should &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        &lt;span style="color:#008000;"&gt;/// load content from both ResourceManagementMode pools.  Otherwise, just &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        &lt;span style="color:#008000;"&gt;/// load ResourceManagementMode.Manual content. &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        &lt;span style="color:#008000;"&gt;/// &amp;lt;/summary&amp;gt; &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        &lt;span style="color:#008000;"&gt;/// &amp;lt;param name=&amp;quot;loadAllContent&amp;quot;&amp;gt;Which type of content to load.&amp;lt;/param&amp;gt; &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        &lt;span style="color:#0000ff;"&gt;protected&lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;span style="color:#0000ff;"&gt;override&lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;span style="color:#0000ff;"&gt;void&lt;/span&gt;&lt;span style="font-size:11px;"&gt; LoadContent()  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            &lt;span style="color:#008000;"&gt;// initialize lights by default &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            XSISASPointLight light1 = &lt;span style="color:#0000ff;"&gt;new&lt;/span&gt;&lt;span style="font-size:11px;"&gt; XSISASPointLight();  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            XSISASPointLight light2 = &lt;span style="color:#0000ff;"&gt;new&lt;/span&gt;&lt;span style="font-size:11px;"&gt; XSISASPointLight();  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            XSISASPointLight light3 = &lt;span style="color:#0000ff;"&gt;new&lt;/span&gt;&lt;span style="font-size:11px;"&gt; XSISASPointLight();  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            light1.Color = &lt;span style="color:#0000ff;"&gt;new&lt;/span&gt;&lt;span style="font-size:11px;"&gt; Vector4(0.7f, 0.7f, 0.7f, 1.0f);  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            light2.Color = &lt;span style="color:#0000ff;"&gt;new&lt;/span&gt;&lt;span style="font-size:11px;"&gt; Vector4(0.7f, 0.7f, 0.7f, 1.0f);  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            light3.Color = &lt;span style="color:#0000ff;"&gt;new&lt;/span&gt;&lt;span style="font-size:11px;"&gt; Vector4(0.7f, 0.7f, 0.7f, 1.0f);  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            light1.Position = &lt;span style="color:#0000ff;"&gt;new&lt;/span&gt;&lt;span style="font-size:11px;"&gt; Vector4(100.0f, 100.0f, 100.0f, 1.0f);  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            light2.Position = &lt;span style="color:#0000ff;"&gt;new&lt;/span&gt;&lt;span style="font-size:11px;"&gt; Vector4(-100.0f, 100.0f, 100.0f, 1.0f);  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            light3.Position = &lt;span style="color:#0000ff;"&gt;new&lt;/span&gt;&lt;span style="font-size:11px;"&gt; Vector4(0.0f, 0.0f, -100.0f, 1.0f);  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            light1.Range = 10000.0f;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            light2.Range = 10000.0f;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            light3.Range = 10000.0f;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            SASData.PointLights.Add(light1);  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            SASData.PointLights.Add(light2);  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            SASData.PointLights.Add(light3);  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            Font = content.Load&amp;lt;SpriteFont&amp;gt;(&lt;span style="color:#0000ff;"&gt;&amp;quot;Content/DefaultFont&amp;quot;&lt;/span&gt;&lt;span style="font-size:11px;"&gt;);  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            FontWriter = &lt;span style="color:#0000ff;"&gt;new&lt;/span&gt;&lt;span style="font-size:11px;"&gt; SpriteBatch(graphics.GraphicsDevice);  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            Models = &lt;span style="color:#0000ff;"&gt;new&lt;/span&gt;&lt;span style="font-size:11px;"&gt; List&amp;lt;ModelAsset&amp;gt;();  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            Models.Add(&lt;span style="color:#0000ff;"&gt;new&lt;/span&gt;&lt;span style="font-size:11px;"&gt; ModelAsset(&lt;/span&gt;&lt;span style="color:#0000ff;"&gt;&amp;quot;Content/Models/Pat&amp;quot;&lt;/span&gt;&lt;span style="font-size:11px;"&gt;, content));  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            LightsAndCam = &lt;span style="color:#0000ff;"&gt;new&lt;/span&gt;&lt;span style="font-size:11px;"&gt; ModelAsset(&lt;/span&gt;&lt;span style="color:#0000ff;"&gt;&amp;quot;Content/Models/Scene_Data&amp;quot;&lt;/span&gt;&lt;span style="font-size:11px;"&gt;, content);  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            Matrix[] LightsAndCamTransforms = &lt;span style="color:#0000ff;"&gt;new&lt;/span&gt;&lt;span style="font-size:11px;"&gt; Matrix[LightsAndCam.CrosswalkModel.Bones.Count];  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            LightsAndCam.CrosswalkModel.CopyAbsoluteBoneTransformsTo(LightsAndCamTransforms);  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            Matrix CameraPosition = LightsAndCamTransforms[LightsAndCam.CrosswalkModel.Bones[&lt;span style="color:#0000ff;"&gt;&amp;quot;Camera&amp;quot;&lt;/span&gt;&lt;span style="font-size:11px;"&gt;].Index];  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            Matrix CameraInterest = LightsAndCamTransforms[LightsAndCam.CrosswalkModel.Bones[&lt;span style="color:#0000ff;"&gt;&amp;quot;Camera_Interest&amp;quot;&lt;/span&gt;&lt;span style="font-size:11px;"&gt;].Index];  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            &lt;span style="color:#008000;"&gt;// Set the initial camera position &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            Position = CameraPosition.Translation;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            Interest = CameraInterest.Translation;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            &lt;span style="color:#008000;"&gt;// TODO: Load any ResourceManagementMode.Automatic content &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            &lt;span style="color:#008000;"&gt;// TODO: Load any ResourceManagementMode.Manual content &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        }  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        &lt;span style="color:#008000;"&gt;/// &amp;lt;summary&amp;gt; &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        &lt;span style="color:#008000;"&gt;/// Unload your graphics content.  If unloadAllContent is true, you should &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        &lt;span style="color:#008000;"&gt;/// unload content from both ResourceManagementMode pools.  Otherwise, just &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        &lt;span style="color:#008000;"&gt;/// unload ResourceManagementMode.Manual content.  Manual content will get &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        &lt;span style="color:#008000;"&gt;/// Disposed by the GraphicsDevice during a Reset. &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        &lt;span style="color:#008000;"&gt;/// &amp;lt;/summary&amp;gt; &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        &lt;span style="color:#008000;"&gt;/// &amp;lt;param name=&amp;quot;unloadAllContent&amp;quot;&amp;gt;Which type of content to unload.&amp;lt;/param&amp;gt; &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        &lt;span style="color:#0000ff;"&gt;protected&lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;span style="color:#0000ff;"&gt;override&lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;span style="color:#0000ff;"&gt;void&lt;/span&gt;&lt;span style="font-size:11px;"&gt; UnloadContent()  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            content.Unload();  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        }  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        &lt;span style="color:#008000;"&gt;/// &amp;lt;summary&amp;gt; &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        &lt;span style="color:#008000;"&gt;/// Allows the game to run logic such as updating the world, &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        &lt;span style="color:#008000;"&gt;/// checking for collisions, gathering input and playing audio. &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        &lt;span style="color:#008000;"&gt;/// &amp;lt;/summary&amp;gt; &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        &lt;span style="color:#008000;"&gt;/// &amp;lt;param name=&amp;quot;gameTime&amp;quot;&amp;gt;Provides a snapshot of timing values.&amp;lt;/param&amp;gt; &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        &lt;span style="color:#0000ff;"&gt;protected&lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;span style="color:#0000ff;"&gt;override&lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;span style="color:#0000ff;"&gt;void&lt;/span&gt;&lt;span style="font-size:11px;"&gt; Update(GameTime gameTime)  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            TimeSpan ElapsedTime = TimeSpan.FromTicks(gameTime.ElapsedGameTime.Ticks / PlaybackSpeedDivider);  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            &lt;span style="color:#008000;"&gt;// TODO: Add your update logic here &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            &lt;span style="color:#0000ff;"&gt;if&lt;/span&gt;&lt;span style="font-size:11px;"&gt; ((Models[CurrentModel].Animations != &lt;/span&gt;&lt;span style="color:#0000ff;"&gt;null&lt;/span&gt;&lt;span style="font-size:11px;"&gt;) &amp;amp;&amp;amp; (Models[CurrentModel].Animations.Count &amp;gt; 0))  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                &lt;span style="color:#0000ff;"&gt;if&lt;/span&gt;&lt;span style="font-size:11px;"&gt; (PlaybackStatus)  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                    &lt;span style="color:#0000ff;"&gt;if&lt;/span&gt;&lt;span style="font-size:11px;"&gt; (Models[CurrentModel].Animations.Count &amp;gt; 0)  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                    {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                        &lt;span style="color:#0000ff;"&gt;if&lt;/span&gt;&lt;span style="font-size:11px;"&gt; (Blend &amp;lt; 1.0f)  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                        {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                            Models[CurrentModel].Animations[Models[CurrentModel].OldAnimationIndex].PlayBack(TimeSpan.Parse(&lt;span style="color:#0000ff;"&gt;&amp;quot;0&amp;quot;&lt;/span&gt;&lt;span style="font-size:11px;"&gt;), 1.0f);  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                            Blend += 0.1f;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                            &lt;span style="color:#0000ff;"&gt;if&lt;/span&gt;&lt;span style="font-size:11px;"&gt; (Blend &amp;gt; 1.0f)  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                                Blend = 1.0f;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                        }  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                        &lt;span style="color:#0000ff;"&gt;else&lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                        {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                            Models[CurrentModel].OldAnimationIndex = Models[CurrentModel].AnimationIndex;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                        }  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                        Models[CurrentModel].Animations[Models[CurrentModel].AnimationIndex].PlayBack(ElapsedTime, Blend);  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                    }  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                }  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                &lt;span style="color:#0000ff;"&gt;else&lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                    Models[CurrentModel].Animations[Models[CurrentModel].AnimationIndex].PlayBack(TimeSpan.Parse(&lt;span style="color:#0000ff;"&gt;&amp;quot;00:00:00&amp;quot;&lt;/span&gt;&lt;span style="font-size:11px;"&gt;), 1.0f);  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                }  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            }  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            GetCurrentCamera();  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            UpdateAvatarPosition();  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            Matrix[] LightsAndCamTransforms = &lt;span style="color:#0000ff;"&gt;new&lt;/span&gt;&lt;span style="font-size:11px;"&gt; Matrix[LightsAndCam.CrosswalkModel.Bones.Count];  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            LightsAndCam.CrosswalkModel.CopyAbsoluteBoneTransformsTo(LightsAndCamTransforms);  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;              &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            &lt;span style="color:#0000ff;"&gt;base&lt;/span&gt;&lt;span style="font-size:11px;"&gt;.Update(gameTime);  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        }  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        &lt;span style="color:#0000ff;"&gt;private&lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;span style="color:#0000ff;"&gt;void&lt;/span&gt;&lt;span style="font-size:11px;"&gt; DrawModel(Model m)  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            &lt;span style="color:#008000;"&gt;// post process animation &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            XSIAnimationData l_Animations = m.Tag &lt;span style="color:#0000ff;"&gt;as&lt;/span&gt;&lt;span style="font-size:11px;"&gt; XSIAnimationData;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            Matrix[] transforms = &lt;span style="color:#0000ff;"&gt;new&lt;/span&gt;&lt;span style="font-size:11px;"&gt; Matrix[m.Bones.Count];  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            m.CopyAbsoluteBoneTransformsTo(transforms);  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            &lt;span style="color:#0000ff;"&gt;bool&lt;/span&gt;&lt;span style="font-size:11px;"&gt; isSkinned = &lt;/span&gt;&lt;span style="color:#0000ff;"&gt;false&lt;/span&gt;&lt;span style="font-size:11px;"&gt;;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            Matrix[] bones = &lt;span style="color:#0000ff;"&gt;null&lt;/span&gt;&lt;span style="font-size:11px;"&gt;;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            &lt;span style="color:#0000ff;"&gt;if&lt;/span&gt;&lt;span style="font-size:11px;"&gt; (l_Animations != &lt;/span&gt;&lt;span style="color:#0000ff;"&gt;null&lt;/span&gt;&lt;span style="font-size:11px;"&gt;)  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                l_Animations.ComputeBoneTransforms(transforms);  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                bones = l_Animations.BoneTransforms;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                &lt;span style="color:#0000ff;"&gt;if&lt;/span&gt;&lt;span style="font-size:11px;"&gt;(bones.Length &amp;gt; 0)  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                    isSkinned = &lt;span style="color:#0000ff;"&gt;true&lt;/span&gt;&lt;span style="font-size:11px;"&gt;;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            }  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            &lt;span style="color:#0000ff;"&gt;foreach&lt;/span&gt;&lt;span style="font-size:11px;"&gt; (ModelMesh mesh &lt;/span&gt;&lt;span style="color:#0000ff;"&gt;in&lt;/span&gt;&lt;span style="font-size:11px;"&gt; m.Meshes)  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                SASData.Model = transforms[mesh.ParentBone.Index];  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                SASData.ComputeModel();  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                &lt;span style="color:#0000ff;"&gt;foreach&lt;/span&gt;&lt;span style="font-size:11px;"&gt; (Effect effect &lt;/span&gt;&lt;span style="color:#0000ff;"&gt;in&lt;/span&gt;&lt;span style="font-size:11px;"&gt; mesh.Effects)  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                    &lt;span style="color:#0000ff;"&gt;if&lt;/span&gt;&lt;span style="font-size:11px;"&gt; (effect.GetType() == &lt;/span&gt;&lt;span style="color:#0000ff;"&gt;typeof&lt;/span&gt;&lt;span style="font-size:11px;"&gt;(BasicEffect))  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                    {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                        BasicEffect basiceffect = (BasicEffect)effect;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                        basiceffect.EnableDefaultLighting();  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                        basiceffect.PreferPerPixelLighting = &lt;span style="color:#0000ff;"&gt;true&lt;/span&gt;&lt;span style="font-size:11px;"&gt;;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                        basiceffect.Alpha = 0.5f;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                        basiceffect.View = SASData.View;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                        basiceffect.Projection = SASData.Projection;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                        basiceffect.World = SASData.Model;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                    }  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                    &lt;span style="color:#0000ff;"&gt;else&lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                    {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                        &lt;span style="color:#008000;"&gt;// set the technique &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                        &lt;span style="color:#0000ff;"&gt;if&lt;/span&gt;&lt;span style="font-size:11px;"&gt; (isSkinned &amp;amp;&amp;amp; (effect.Techniques[&lt;/span&gt;&lt;span style="color:#0000ff;"&gt;&amp;quot;Skinned&amp;quot;&lt;/span&gt;&lt;span style="font-size:11px;"&gt;] != &lt;/span&gt;&lt;span style="color:#0000ff;"&gt;null&lt;/span&gt;&lt;span style="font-size:11px;"&gt;))  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                        {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                            effect.CurrentTechnique = effect.Techniques[&lt;span style="color:#0000ff;"&gt;&amp;quot;Skinned&amp;quot;&lt;/span&gt;&lt;span style="font-size:11px;"&gt;];  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                        }  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                        &lt;span style="color:#0000ff;"&gt;else&lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                        {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                            &lt;span style="color:#0000ff;"&gt;if&lt;/span&gt;&lt;span style="font-size:11px;"&gt; (effect.Techniques[&lt;/span&gt;&lt;span style="color:#0000ff;"&gt;&amp;quot;Static&amp;quot;&lt;/span&gt;&lt;span style="font-size:11px;"&gt;] != &lt;/span&gt;&lt;span style="color:#0000ff;"&gt;null&lt;/span&gt;&lt;span style="font-size:11px;"&gt;)  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                            {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                                effect.CurrentTechnique = effect.Techniques[&lt;span style="color:#0000ff;"&gt;&amp;quot;Static&amp;quot;&lt;/span&gt;&lt;span style="font-size:11px;"&gt;];  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                            }  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                            &lt;span style="color:#0000ff;"&gt;else&lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                            {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                                effect.CurrentTechnique = effect.Techniques[0];  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                            }  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                        }  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                        &lt;span style="color:#008000;"&gt;// bind bones &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                        &lt;span style="color:#0000ff;"&gt;if&lt;/span&gt;&lt;span style="font-size:11px;"&gt; (isSkinned)  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                        {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                            &lt;span style="color:#0000ff;"&gt;if&lt;/span&gt;&lt;span style="font-size:11px;"&gt; ((effect.Parameters[&lt;/span&gt;&lt;span style="color:#0000ff;"&gt;&amp;quot;Bones&amp;quot;&lt;/span&gt;&lt;span style="font-size:11px;"&gt;] != &lt;/span&gt;&lt;span style="color:#0000ff;"&gt;null&lt;/span&gt;&lt;span style="font-size:11px;"&gt;) &amp;amp;&amp;amp; isSkinned)  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                                effect.Parameters[&lt;span style="color:#0000ff;"&gt;&amp;quot;Bones&amp;quot;&lt;/span&gt;&lt;span style="font-size:11px;"&gt;].SetValue(bones);  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                        }  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                        &lt;span style="color:#008000;"&gt;// bind all other parameters &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                        &lt;span style="color:#0000ff;"&gt;foreach&lt;/span&gt;&lt;span style="font-size:11px;"&gt; (EffectParameter Parameter &lt;/span&gt;&lt;span style="color:#0000ff;"&gt;in&lt;/span&gt;&lt;span style="font-size:11px;"&gt; effect.Parameters)  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                        {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                            SASData.SetEffectParameterValue(Parameter);  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                        }  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                    }    &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                }  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                mesh.Draw();  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            }  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        }  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        &lt;span style="color:#008000;"&gt;/// &amp;lt;summary&amp;gt; &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        &lt;span style="color:#008000;"&gt;/// This is called when the game should draw itself. &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        &lt;span style="color:#008000;"&gt;/// &amp;lt;/summary&amp;gt; &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        &lt;span style="color:#008000;"&gt;/// &amp;lt;param name=&amp;quot;gameTime&amp;quot;&amp;gt;Provides a snapshot of timing values.&amp;lt;/param&amp;gt; &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        &lt;span style="color:#0000ff;"&gt;protected&lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;span style="color:#0000ff;"&gt;override&lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;span style="color:#0000ff;"&gt;void&lt;/span&gt;&lt;span style="font-size:11px;"&gt; Draw(GameTime gameTime)  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            graphics.GraphicsDevice.Clear(Color.Gray);  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            graphics.GraphicsDevice.RenderState.AlphaBlendEnable = &lt;span style="color:#0000ff;"&gt;false&lt;/span&gt;&lt;span style="font-size:11px;"&gt;;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            graphics.GraphicsDevice.RenderState.DepthBufferEnable = &lt;span style="color:#0000ff;"&gt;true&lt;/span&gt;&lt;span style="font-size:11px;"&gt;;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            graphics.GraphicsDevice.RenderState.DepthBufferWriteEnable = &lt;span style="color:#0000ff;"&gt;true&lt;/span&gt;&lt;span style="font-size:11px;"&gt;;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            graphics.GraphicsDevice.RenderState.CullMode = CullMode.CullCounterClockwiseFace;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            TotalElapsedFrames++;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;              &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            &lt;span style="color:#008000;"&gt;// TODO: Add your drawing code here &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            &lt;span style="color:#0000ff;"&gt;switch&lt;/span&gt;&lt;span style="font-size:11px;"&gt; (cameraState)  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                &lt;span style="color:#0000ff;"&gt;default&lt;/span&gt;&lt;span style="font-size:11px;"&gt;:  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                &lt;span style="color:#0000ff;"&gt;case&lt;/span&gt;&lt;span style="font-size:11px;"&gt; 0:  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                    UpdateCamera();  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                    &lt;span style="color:#0000ff;"&gt;break&lt;/span&gt;&lt;span style="font-size:11px;"&gt;;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                &lt;span style="color:#0000ff;"&gt;case&lt;/span&gt;&lt;span style="font-size:11px;"&gt; 1:  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                    UpdateCameraFirstPerson();  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                    &lt;span style="color:#0000ff;"&gt;break&lt;/span&gt;&lt;span style="font-size:11px;"&gt;;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                &lt;span style="color:#0000ff;"&gt;case&lt;/span&gt;&lt;span style="font-size:11px;"&gt; 2:  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                    UpdateCameraThirdPerson();  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                    &lt;span style="color:#0000ff;"&gt;break&lt;/span&gt;&lt;span style="font-size:11px;"&gt;;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            }  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            Matrix World = Matrix.CreateRotationY(avatarYaw) *  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            Matrix.CreateTranslation(avatarPosition);  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            &lt;span style="color:#0000ff;"&gt;if&lt;/span&gt;&lt;span style="font-size:11px;"&gt; (cameraState == 2)  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                DrawModel(Models[CurrentModel].CrosswalkModel);  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            }  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            &lt;span style="color:#0000ff;"&gt;base&lt;/span&gt;&lt;span style="font-size:11px;"&gt;.Draw(gameTime);  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        }  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        &lt;span style="color:#008000;"&gt;/// &amp;lt;summary&amp;gt; &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        &lt;span style="color:#008000;"&gt;/// Update the position and direction of the avatar. &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        &lt;span style="color:#008000;"&gt;/// &amp;lt;/summary&amp;gt; &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        &lt;span style="color:#0000ff;"&gt;void&lt;/span&gt;&lt;span style="font-size:11px;"&gt; UpdateAvatarPosition()  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            KeyboardState keyboardState = Keyboard.GetState();  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            GamePadState currentState = GamePad.GetState(PlayerIndex.One);  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            &lt;span style="color:#0000ff;"&gt;if&lt;/span&gt;&lt;span style="font-size:11px;"&gt; (keyboardState.IsKeyDown(Keys.Left) ||  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                (currentState.DPad.Left == ButtonState.Pressed))  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                &lt;span style="color:#008000;"&gt;// Rotate left. &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                avatarYaw += rotationSpeed;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            }  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            &lt;span style="color:#0000ff;"&gt;if&lt;/span&gt;&lt;span style="font-size:11px;"&gt; (keyboardState.IsKeyDown(Keys.Right) ||  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                (currentState.DPad.Right == ButtonState.Pressed))  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                &lt;span style="color:#008000;"&gt;// Rotate right. &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                avatarYaw -= rotationSpeed;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            }  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            &lt;span style="color:#0000ff;"&gt;if&lt;/span&gt;&lt;span style="font-size:11px;"&gt; (keyboardState.IsKeyDown(Keys.Up) ||  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                (currentState.DPad.Up == ButtonState.Pressed))  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                Matrix forwardMovement = Matrix.CreateRotationY(avatarYaw);  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                Vector3 v = &lt;span style="color:#0000ff;"&gt;new&lt;/span&gt;&lt;span style="font-size:11px;"&gt; Vector3(0, 0, forwardSpeed);  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                v = Vector3.Transform(v, forwardMovement);  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                avatarPosition.Z += v.Z;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                avatarPosition.X += v.X;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            }  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            &lt;span style="color:#0000ff;"&gt;if&lt;/span&gt;&lt;span style="font-size:11px;"&gt; (keyboardState.IsKeyDown(Keys.Down) ||  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                (currentState.DPad.Down == ButtonState.Pressed))  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                Matrix forwardMovement = Matrix.CreateRotationY(avatarYaw);  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                Vector3 v = &lt;span style="color:#0000ff;"&gt;new&lt;/span&gt;&lt;span style="font-size:11px;"&gt; Vector3(0, 0, -forwardSpeed);  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                v = Vector3.Transform(v, forwardMovement);  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                avatarPosition.Z += v.Z;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                avatarPosition.X += v.X;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            }  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        }  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        &lt;span style="color:#008000;"&gt;/// &amp;lt;summary&amp;gt; &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        &lt;span style="color:#008000;"&gt;/// Gets the current camera state. &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        &lt;span style="color:#008000;"&gt;/// &amp;lt;/summary&amp;gt; &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        &lt;span style="color:#0000ff;"&gt;void&lt;/span&gt;&lt;span style="font-size:11px;"&gt; GetCurrentCamera()  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            KeyboardState currentKeyState = Keyboard.GetState();  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            GamePadState currentState = GamePad.GetState(PlayerIndex.One);  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            &lt;span style="color:#008000;"&gt;// Toggle the state of the camera. &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            &lt;span style="color:#0000ff;"&gt;if&lt;/span&gt;&lt;span style="font-size:11px;"&gt; ((oldKeyState.IsKeyDown(Keys.Tab) &amp;amp;&amp;amp;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                currentKeyState.IsKeyUp(Keys.Tab)) ||  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                (currentState.Buttons.LeftShoulder == ButtonState.Pressed))  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                cameraStateKeyDown = &lt;span style="color:#0000ff;"&gt;true&lt;/span&gt;&lt;span style="font-size:11px;"&gt;;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            }  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            &lt;span style="color:#0000ff;"&gt;else&lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;span style="color:#0000ff;"&gt;if&lt;/span&gt;&lt;span style="font-size:11px;"&gt; (cameraStateKeyDown == &lt;/span&gt;&lt;span style="color:#0000ff;"&gt;true&lt;/span&gt;&lt;span style="font-size:11px;"&gt;)  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                cameraStateKeyDown = &lt;span style="color:#0000ff;"&gt;false&lt;/span&gt;&lt;span style="font-size:11px;"&gt;;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                cameraState += 1;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                cameraState %= 3;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            }  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            oldKeyState = currentKeyState;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        }  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        &lt;span style="color:#008000;"&gt;/// &amp;lt;summary&amp;gt; &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        &lt;span style="color:#008000;"&gt;/// Updates the camera when it&amp;#39;s in the 1st person state. &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        &lt;span style="color:#008000;"&gt;/// &amp;lt;/summary&amp;gt; &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        &lt;span style="color:#0000ff;"&gt;void&lt;/span&gt;&lt;span style="font-size:11px;"&gt; UpdateCamera()  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            &lt;span style="color:#008000;"&gt;// Calculate the camera&amp;#39;s current position. &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            Vector3 cameraPosition = avatarPosition;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            Matrix rotationMatrix = Matrix.CreateRotationY(avatarYaw);  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            &lt;span style="color:#008000;"&gt;// Create a vector pointing the direction the camera is facing. &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            Vector3 transformedReference =  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                Vector3.Transform(cameraReference, rotationMatrix);  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            &lt;span style="color:#008000;"&gt;// Calculate the position the camera is looking at. &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            Vector3 cameraLookat = cameraPosition + transformedReference;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            &lt;span style="color:#008000;"&gt;// Set up the view matrix and projection matrix. &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            SASData.View = Matrix.CreateLookAt(cameraPosition, cameraLookat,  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                &lt;span style="color:#0000ff;"&gt;new&lt;/span&gt;&lt;span style="font-size:11px;"&gt; Vector3(0.0f, 1.0f, 0.0f));  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            Viewport viewport = graphics.GraphicsDevice.Viewport;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            &lt;span style="color:#0000ff;"&gt;float&lt;/span&gt;&lt;span style="font-size:11px;"&gt; aspectRatio = (&lt;/span&gt;&lt;span style="color:#0000ff;"&gt;float&lt;/span&gt;&lt;span style="font-size:11px;"&gt;)viewport.Width / (&lt;/span&gt;&lt;span style="color:#0000ff;"&gt;float&lt;/span&gt;&lt;span style="font-size:11px;"&gt;)viewport.Height;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            SASData.Projection = Matrix.CreatePerspectiveFieldOfView(viewAngle, aspectRatio,  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                nearClip, farClip);  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        }  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        &lt;span style="color:#008000;"&gt;/// &amp;lt;summary&amp;gt; &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        &lt;span style="color:#008000;"&gt;/// Updates the camera when it&amp;#39;s in the 1st person offset state. &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        &lt;span style="color:#008000;"&gt;/// &amp;lt;/summary&amp;gt; &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        &lt;span style="color:#0000ff;"&gt;void&lt;/span&gt;&lt;span style="font-size:11px;"&gt; UpdateCameraFirstPerson()  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            Matrix rotationMatrix = Matrix.CreateRotationY(avatarYaw);  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            &lt;span style="color:#008000;"&gt;// Transform the head offset so the camera is  &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            &lt;span style="color:#008000;"&gt;// positioned properly relative to the avatar. &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            Vector3 headOffset =  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                Vector3.Transform(avatarHeadOffset, rotationMatrix);  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            &lt;span style="color:#008000;"&gt;// Calculate the camera&amp;#39;s current position. &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            Vector3 cameraPosition = avatarPosition + headOffset;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            &lt;span style="color:#008000;"&gt;// Create a vector pointing the direction the camera is facing. &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            Vector3 transformedReference =  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                Vector3.Transform(cameraReference, rotationMatrix);  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            &lt;span style="color:#008000;"&gt;// Calculate the position the camera is looking at. &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            Vector3 cameraLookat = transformedReference + cameraPosition;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            &lt;span style="color:#008000;"&gt;// Set up the view matrix and projection matrix. &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            SASData.View = Matrix.CreateLookAt(cameraPosition, cameraLookat,  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                &lt;span style="color:#0000ff;"&gt;new&lt;/span&gt;&lt;span style="font-size:11px;"&gt; Vector3(0.0f, 1.0f, 0.0f));  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            Viewport viewport = graphics.GraphicsDevice.Viewport;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            &lt;span style="color:#0000ff;"&gt;float&lt;/span&gt;&lt;span style="font-size:11px;"&gt; aspectRatio = (&lt;/span&gt;&lt;span style="color:#0000ff;"&gt;float&lt;/span&gt;&lt;span style="font-size:11px;"&gt;)viewport.Width / (&lt;/span&gt;&lt;span style="color:#0000ff;"&gt;float&lt;/span&gt;&lt;span style="font-size:11px;"&gt;)viewport.Height;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            SASData.Projection = Matrix.CreatePerspectiveFieldOfView(viewAngle, aspectRatio,  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                nearClip, farClip);  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        }  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        &lt;span style="color:#008000;"&gt;/// &amp;lt;summary&amp;gt; &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        &lt;span style="color:#008000;"&gt;/// Updates the camera when it&amp;#39;s in the 3rd person state. &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        &lt;span style="color:#008000;"&gt;/// &amp;lt;/summary&amp;gt; &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        &lt;span style="color:#0000ff;"&gt;void&lt;/span&gt;&lt;span style="font-size:11px;"&gt; UpdateCameraThirdPerson()  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;        {  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            Matrix rotationMatrix = Matrix.CreateRotationY(avatarYaw);  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            &lt;span style="color:#008000;"&gt;// Create a vector pointing the direction the camera is facing. &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            Vector3 transformedReference =  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;                Vector3.Transform(thirdPersonReference, rotationMatrix);  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            &lt;span style="color:#008000;"&gt;// Calculate the position the camera is looking from. &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            Vector3 cameraPosition = transformedReference + avatarPosition;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            &lt;span style="color:#008000;"&gt;// Set up the view matrix and projection matrix. &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            SASData.View = Matrix.CreateLookAt(cameraPosition, avatarPosition,  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                &lt;span style="color:#0000ff;"&gt;new&lt;/span&gt;&lt;span style="font-size:11px;"&gt; Vector3(0.0f, 1.0f, 0.0f));  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;            Viewport viewport = graphics.GraphicsDevice.Viewport;  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            &lt;span style="color:#0000ff;"&gt;float&lt;/span&gt;&lt;span style="font-size:11px;"&gt; aspectRatio = (&lt;/span&gt;&lt;span style="color:#0000ff;"&gt;float&lt;/span&gt;&lt;span style="font-size:11px;"&gt;)viewport.Width / (&lt;/span&gt;&lt;span style="color:#0000ff;"&gt;float&lt;/span&gt;&lt;span style="font-size:11px;"&gt;)viewport.Height;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;            SASData.Projection = Matrix.CreatePerspectiveFieldOfView(viewAngle, aspectRatio,  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;                nearClip, farClip);  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;        }  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;    }  &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;} &lt;/td&gt;
        &lt;/tr&gt;
    
&lt;/table&gt;
&lt;/div&gt;
I finally setup the third person xsi game. It was hard to do. But a simple change If you want a first person camera view delete all the third person camera coding</description></item></channel></rss>