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  • SGmotion instanced animated model, is that possible?

    i really don't know where and how to start. Searching i've found this article: http://ionixxgames.wordpress.com/2009/03/25/xna-sample-skinned-model-instancing/ in this thread: http://www.synapsegaming.com/forums/t/1331.aspx?PageIndex=3 but it use custom importers and i don't know how to make...
    Posted to Add-on Libraries (Forum) by Vittorio Messina on 04-09-2013
  • Importing Daz3D Studio 4.5 Pro animated character model into Sunburn

    I created an animated 3D character in Daz3D 4.5 Professional, exported it to .fbx format and tried to import it onto my XNA game using Sunburn and got this: Unable to build asset. -Building content threw NullReferenceException: Object reference not set to an instance of an object. - at SgMotionPipeline...
    Posted to Using SunBurn (Forum) by Derrick on 03-21-2013
  • a bunch of questions

    Hi to all, i have some question. i use sgmotion and i'd like to have a character with one skeleton only and be capable of walking, running, jumping with the lower body and at the same time hold a gun, shoot, swing a sword with the upper body. in an old project i've managed to achieve my purpose...
    Posted to Using SunBurn (Forum) by Vittorio Messina on 03-10-2013
  • Re: Exporting from 3ds max/kwExport/skinned models

    [quote user="JohnK "bobthecbuilder""]I've checked out the XNA Skinning sample model and it's also being rotated by the animation data, however the rotation is on the Y axis (at least visibly / on-screen). The model faces backward when provided identity transforms for the bones...
    Posted to Using SunBurn (Forum) by maconbot on 01-31-2013
  • Re: BEPU has "glitchy" movement

    [quote user="CJ Bailey"]in the example code I uploaded ( http://www.synapsegaming.com/downloads/resource.aspx?guid=21d1cdec-1b6e-4b85-a24d-9f19690f27e4 ). Check out the "SeekComponent" class, but basically it allows you to set a target orientation (EntityRotator.TargetOrientation...
    Posted to Add-on Libraries (Forum) by maconbot on 01-31-2013
  • sgMotion Issue - Most models not importing properly

    I've been working with the sgMotion Plugin this week, and after endless variations in my .FBX export settings, using a variety of different modeling programs, with a variety of different [up-to-date] export / import plugins, I was only able to get two models to import into the SunBurn Editor, using...
    Posted to Add-on Libraries (Forum) by Epitome87 on 01-19-2013
  • Re: Bone Position

    Fixed my project and it didn't work. I was looking at a post here http://www.synapsegaming.com/forums/p/3092/18880.aspx#18880 and looked like it helped but I think there models weren't skinned. All I need is to parent the sword to the person's bone(smodel).
    Posted to Using SunBurn (Forum) by whiskers on 12-20-2012
  • Re: Bone Position

    I don't know if I did anything wrong I'll paste the code and tell me if you see anything wrong with it. var scomponents = person.Components; var sComponents = scomponents.GetComponent<sgMotionAnimationComponent>(true); smodel = sComponents.SkinnedModel; animCon = new AnimationController...
    Posted to Using SunBurn (Forum) by whiskers on 12-15-2012
  • Re: Bone Position

    Thank you for being so helpful, but it seems that Matrix mtx = animCon.GetBoneAbsoluteTransform(12); doesn't actually get the bone position after placing a breaker the translation of mtx ends up looking like this {X:0,Y:0,Z:0} I've tried various things but I realized that the bone position was...
    Posted to Using SunBurn (Forum) by whiskers on 12-15-2012
  • Re: Bone Position

    Yes that is what I want I've tried it but it kept sending it to a weird location,I am using SgMotion. It seems not to go to a different bone when I change the bone ID or to a known Bone string
    Posted to Using SunBurn (Forum) by whiskers on 12-14-2012
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