By Michael C. Neel
ISBN-10: 0470596937
ISBN-13: 9780470596937
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Additional info for XNA 3D Primer
Sample text
Furthermore, if I wanted to deform a mesh, to make Santa’s belly shake, for example, I would need to understand the makeup of the vertices inside the mesh. Skeletal animations can solve this problem. As the name implies, skeletal animations modify a skeleton that is attached to a mesh. Skeletons are composed of bones, and each vertex contains a weight value that determines how much of the vertex’s position is determined by the location of each bone. The XNA Model class doesn’t support skeletal animations, but the XNA Framework provides everything needed to add this support and use skeletal animations in a game.
Using frame number indexing makes both of these easy to work around. Count ? Update(gameTime); } The complete game code is available for download in the example solution as part of the “9_Timeline_ Animation” project. Figure 12 shows the blended animations, but just running the example will allow you to see the model in action: 2 The current frame is calculated by multiplying the elapsed seconds by the frame rate and flooring the result. If the frame is past the end of the timeline, the animation is looped by starting at frame zero.
The XNA Framework doesn’t do anything with this property, except store and load it with the model. fx. There isn’t anything exciting happening here, except a loop that copies over the texture data to the new effect. Draw(gameTime); } The complete game code is available for download in the example solution as part of the“8_ Animation” project. Figure 11 shows the animated robot model, though I recommend running the example code to see the animation in action: 2 XNA 3D Primer Figure 11 In LoadContent the custom MeshAnimationInfo class is pulled out and the Matrix array robotTransforms to hold the bone manipulation transforms is initialized.
XNA 3D Primer by Michael C. Neel
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