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  • Re: 2D Animation Software

    Just wanted to say it's a really nice little application, I'd even say it would be happily commercial with a little more development. Richard
    Posted to Artist's Corner (Forum) by Richard Clifford on 5/30/2008
  • Re: 3D Model looks totally weird...why?

    I don't believe the specular component of the lighting is the cause of the odd look.  Try setting the perpixel lighting to on in your basic effect. effect.PreferPerPixelLighting = true;  To my eyes it's interpolated lighting values causing the ...
    Posted to Artist's Corner (Forum) by Richard Clifford on 5/29/2008
  • Re: vertex vs polygon normals

    Hello again, I recall having a similar issue with exported Direct X models.  The texturing looked all messed up in XNA but the model was fine.  I found flipping the texture vertically in my paint package before loading it in XNA fixed it.    So I had two copies of the texture, one as normal for editing in XSI, then a ...
  • Re: vertex vs polygon normals

    Hello, a couple of suggestions for you to try. Flip your texture vertically for the exported Direct X model.  Freeze the operator stack on your mesh prior to saving as an .fbx.  This is done by selecting the model, and in the bottom right corner you should see a button labelled 'Freeze'.  I hope one of these works. Richard
  • Re: Animating a sprite. (Problems with smoothness.)

    I believe XNA calls the Update() and Draw() loops at 60fps by default.  It might be easier to use that to your advantage rather than trying to create a custom fps system.  If you create a a boolean, or maybe use a modulus for varying speed, you could likely control your sprite animation a bit easier.  In every update loop negate the ...
  • Re: Difficulty creating a 'free-floating' third-person camera class

    There is a nice tutorial that goes through the very problem you are having over at Riemer's Xna tutorials. When creating a view matrix you provide the camera position and also its target.  Amend the CreateLookAt method with your targets position. viewMatrix = Matrix.CreateLookAt(cameraPosition, cameraLookAt, Vector3.Up);The linked tutorial ...
    Posted to General (Forum) by Richard Clifford on 5/21/2007
  • Re: The art of keyboard input.

    As mentioned you would need to keep track of the previous keyboard state to watch for a button click event.  A boolean would presumably be a good choice.  Then in the normal update loop look for a change in that state and set the boolen accordingly. KeyboardState keyboardState, oldKeyState;bool spaceBarClick;Update{//record the old ...
    Posted to Game Algorithms (Forum) by Richard Clifford on 5/5/2007
  • Re: XSI Mod Tool - Exporting bone models error.

    Thank you for the reply.  Unless I am mistaken I  create the weightings for the vertices when performing the 'set envelope' operation and picking one of the bones.  It certainly seems to function that way inside of XSI.  I had another think and read about it and it the same way you need to freeze the operator stack when ...
    Posted to Artist's Corner (Forum) by Richard Clifford on 5/5/2007
  • XSI Mod Tool - Exporting bone models error.

    Hi there, I'm struggling to succesfully export a model from the XSI mod tool with a skeleton.  When I try and import it I get an error namely ''Error normalizing vertex bone weights. BoneWeightCollection does not contain any weighting values.''I was hoping if someone could tell me if I'm just missing a small step somewhere or if my error is ...
    Posted to Artist's Corner (Forum) by Richard Clifford on 5/1/2007
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