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Help Needed About Skeletal Animation!

Last post 11/3/2009 7:36 PM by jwatte. 4 replies.
  • 11/1/2009 12:27 PM

    Help Needed About Skeletal Animation!

    Hi ,First i would like to say these are really gr88 forums :)
    I am a newbie to XNA and i had a question...
    I am forking for some sample codes in my project on XNA and i wanted to know something
    in the skeletal animation sample, is there anyway i could stop the arms or the legs from animating while the other parts of the body still animates??(by other means Dude is still walking but his arms doesn't animate)

    Thnxx for help,really appriciated :)
  • 11/1/2009 1:54 PM In reply to

    Re: Help Needed About Skeletal Animation!

    sure, see one of the latest samples available:  http://creators.xna.com/en-US/tutorial/skinnedmodelextensions


    Unlock The *I don't use 3 angles in a Vector3 for rotations anymore* Achievement Here
  • 11/1/2009 4:06 PM In reply to

    Re: Help Needed About Skeletal Animation!

    Thnxx for your reply ,, i've seen this demo and tried to figure it out but it won't work :(

    i want to stop the arms from animating not to change the translation of thier places.
    but still i can't stop thier animation


    i want to link between the frames of the clip and the arm bone for example so when the clip gets to the frame that is responsible of moving this arm it stops and resumes the rest of the frames of the whole skeleton

    so the dude model will animate except of his left arm as an example

    if you can provide me with the code it'll be much helpful for me
    thxx
  • 11/3/2009 4:33 PM In reply to

    Re: Help Needed About Skeletal Animation!

    ok Since alll these views and no reply i will ask my question in a different way :D

    how can i control a bone in the model and stop it's animation while all the other bones are not affected?

    e.g "L_UpperArm" is a bone
    i want to make all other bones animate EXCEPT this one

    if code is provided will be much helpful
    thxxx
  • 11/3/2009 7:36 PM In reply to

    Re: Help Needed About Skeletal Animation!

    Each bone has an index. That index is into the pose array of matrices.
    When you load the model, call CopyAbsoluteBoneTransformsTo() to copy out the original pose matrices for each bone and save in an array.
    When you want to "lock" a bone, simply set the appropriate matrix in the pose to the value you originally extracted for that bone index, after the animation pose has been extracted into the pose array.

    Jon Watte, Direct3D MVP
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