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  • Re: MP3 Licensing and Other Questions

    (1) Agreed; the preface was intended to indicate I wouldn't take what you said as legal advice, regardless of what was said, but in retrospect it still sounds like asking for legal advice.  At any rate, I wasn't sure if perhaps Microsoft had written something somewhere (ie: a license agreement I hadn't seen). (2) Got it, ...
    Posted to General (Forum) by Sowaz on 20/11/2009
  • MP3 Licensing and Other Questions

    Ramping up to submit my first game in a few weeks; trying to add music now, and I have a few questions.  This may be better suited toward the 'audio' section, but the first question seems more 'licensing' than development related. (1) Understanding that you're not a lawyer and what you say isn't legal advice, does ...
    Posted to General (Forum) by Sowaz on 20/11/2009
  • Re: XNA 3.1: Avatar

    If you look at the FBX I posted earlier and compare it to your FBX, you'll find they're appreciably different.  Namely, in the 'good' version, everything is noted as a LimbNode whereas in yours they have a note 'Limb' or nothing.  I don't know how much this matters, but it may be important. Sorry mate, I ...
    Posted to XNA Framework (Forum) by Sowaz on 18/06/2009
  • Re: XNA 3.1: Avatar

    [quote user="UberGeekGames"]Now it loads and it's in there, but the animation data is getting FUBAR'd somewhere along the way. Whenever I try to draw using the loaded data, the skinned animation player's BoneTransforms only has 1 entry instead of 71. Any ideas? Sowaz, the FBX animation you initially sent me to test works fine ...
    Posted to XNA Framework (Forum) by Sowaz on 18/06/2009
  • Re: XNA 3.1: Avatar

    I have a Christmas gift for you Uber: Take the original MEL file located at: http://www.theanimalfarmcreations.com/male_avatar_skeleton.mel and run it through the following program (you'll have to make modifications): using System;  ...
    Posted to XNA Framework (Forum) by Sowaz on 18/06/2009
  • Re: XNA 3.1: Avatar

    [quote user="UberGeekGames"]The only other option may be to write a python script to import it - I have no experience with Python so that may be a problem. I'll try posting on the Blender forums later - maybe someone there can help. In theory it should be really easy since we can format the data into whatever format is easiest to ...
    Posted to XNA Framework (Forum) by Sowaz on 17/06/2009
  • Re: XNA 3.1: Avatar

    Uber: I looked into Blender today; sorry mate, I don't think it's happening.  ^_^  I tried every format that Maya AND Max could export that Blender could import natively, and nothing was happening.  Doing a quick Google search revealed a few forum posts where other people were having issues and nobody was having ...
    Posted to XNA Framework (Forum) by Sowaz on 16/06/2009
  • Re: XNA 3.1: Avatar

    [quote user="csharp1024"]You can render the bones on PC if you create a model with the bones. Then the animations from xbox can be used for that. The skeleton that Sowaz posted is a start.[/quote] I think you're missing the point.  He wants to use avatars in his PC game.  As in, he does not want to make a 360 ...
    Posted to XNA Framework (Forum) by Sowaz on 16/06/2009
  • Re: XNA 3.1: Avatar

    [quote user="UberGeekGames"][quote user="Sowaz"](3) When interpolating keyframes, you may want to slerp the rotation component and lerp the translation.  Right now you're just lerping both.  This supposedly gives better visual fidelity, though I'm not sure it's really required.[/quote] What would be the ...
    Posted to XNA Framework (Forum) by Sowaz on 15/06/2009
  • Re: XNA 3.1: Avatar

    Not bad, not bad. A few notes: (1) Provide access to some of the Renderer members (or consider making it public, though probably not).  You're going to want to setup the light color/direction for 360.  On the PC that just wouldn't do anything - or it could, if you wanted. (2) The animations on your YouTube video do ...
    Posted to XNA Framework (Forum) by Sowaz on 15/06/2009
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