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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...
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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...
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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...
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[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...
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[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...
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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...
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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).
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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...
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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...
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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