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Keeping an Animated Motion that Comes in on an *.fbx

Last post 6/11/2009 10:43 AM by Antoine. 3 replies.
  • 6/9/2009 1:38 AM

    Keeping an Animated Motion that Comes in on an *.fbx


    I completed a simple first person shooter, the XNA tutorial at
    http://creators.xna.com/en-US/education/gettingstarted/bg3d/chapter4

    Then I substited in my own 3D Max geometry for the geometry used in the tutorial, outputting an *.fbx & tweaking the name so it all lined up.

    That brought with it a *.tga; that part (texture mapping) worked good, when I ran the program/ played the game.

    I also put a rotation on the new *.fbx.  That part isn't coming through.  Is there some special code to allow animation in an *.fbx to pass through to the XNA game ?

    I thought one of the reasons people use *.fbx was because it allows them to create animated scenes in another program and then play them (at the right time), interactively, like in a game.  Am I mis-perceiving what *.fbx is for ?

    Anyway, thanks much for any help getting this sorted out !  

  • 6/9/2009 11:50 AM In reply to

    Re: Keeping an Animated Motion that Comes in on an *.fbx

    Hi,

    First, I'd like to tell you that I've seen lots of posts already asking for that matter. They are far too numerous to tell. Thus, you'd save you the trouble of writing, should you make a rapid search before posting.

    Important things to know about animation :
        * XNA does not support morph animation
        * There are several ways to render a .X or .fbx model containing animation data so the animation plays :
            * There is a sample in the education catalog (Skinned Model sample) showing how to render bone animations (http://creators.xna.com/fr-FR/sample/skinnedmodel). You can also use the XNAnimation library (codeplex : http://xnanimation.codeplex.com/) or the KiloWatt Animation library (see J Watte's blog : http://www.enchantedage.com/xna-animation)
            * You also may want to animate parts of your models. For that, see the simple animation sample of the education catalog (http://creators.xna.com/fr-FR/sample/simpleanimation).
            * You might also want to be able to manipulate bones of an animated model. For that, see the skinned Model version of Ziggyware (http://www.ziggyware.com/readarticle.php?article_id=167)

    Hope it helps you.
    You speak English, Spanish or French ? You need tutorials in your language ? You can make tutorials in your language ? Check : this site
  • 6/9/2009 6:56 PM In reply to

    Re: Keeping an Animated Motion that Comes in on an *.fbx

    Antoine:
    Hope it helps you.


    Definitely !  sorry for the duplicate, i did search but now taking a second
    look, i see people are asking similar questions about fbx'.
  • 6/11/2009 10:43 AM In reply to

    Re: Keeping an Animated Motion that Comes in on an *.fbx

    Hi, I'm pleased it helps you.
    I just forgot to add one sample which shows how to make head/eye aiming, using the skinned model sample as a base. You'll find it on Ziggyware (here is a link to that sample : http://www.ziggyware.com/readarticle.php?article_id=117) I didn't use it yet, but I shall look into it. On top of the sample, you'll also find a .pdf documentation.
    You speak English, Spanish or French ? You need tutorials in your language ? You can make tutorials in your language ? Check : this site
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