Hi,
The new SgMotion release has finally arrived. Here are some notable changes to the library:
Download
What's new?
-
Added
deferred rendering support.
-
Renamed
the processors to "Model - SgMotion
(Forward)" & "Model -
SgMotion (Deferred)"
-
Added
SwapWindingOrder to the properties window.
-
Fixed
a GC issue inside SgMotion.SkinnedModelBone (Thanks to andorov)
-
Included
the XNAnimation BETA 3 changes. Including: (Taken
from XNAnimation Codeplex)
- AnimationController: added per-bone rotation controllers via quaternions
(SetBoneController function).
- AnimationController: added GetBoneAbsoluteTransform to retrieve the
absolute world transformation of bone.
- SkinnedModelBoneCollection:
added a indexer for accessing bones by name (skeleton["MyBone"]
instead of skeleton[8]).
How to use SgMotion?
You can run
the sample project out-of-the-box on your Windows machine. By default the
project is set to use Forward rendering. To change the sample over to Deferred
follow these easy steps:
-
Set
the model processor of the "\Model\PlayerMarine.fbx" to "Model -
SgMotion(Deferred)"
-
Look
for the commented lines: (Inside AnimationSample.cs of the Game Project)
"//deferred specific" it's commented
near the 3 sections that are specific for deferred rendering. It requires you
to only uncomment those lines for it to work. (If you can't find them
use Ctrl+F, or look at the Fields, Constructor & Draw method)
-
Don't
forget to set the first sceneinterface bool to true to enable deferred
rendering.
The sample
should now run with Sunburn set to Deferred.
Running it on your Xbox 360.
I've added
an Xbox 360 copy of the project inside the .rar archive. You should be able to
run the sample without any chances.
Properties Window
For this
release I've only added the SwapWindingOrder. If you'd like any of the other
properties opened up to the SgMotion properties window, leave your comment in
the stickied thread
Download Link: Codeplex.
Posted
03-31-2010 4:16 PM
by
Tom