Content Pipeline Model Animation

Hello,

I'm using XNA for some time and I really like it. I'm happy that the content pipeline made it to Beta 2.

I would like to use some model animations in-game, but from what I understand, this is not possible in Beta 2. Is this true Will this be possible in the final release of XNA

(if it's possible to use model animations in beta 2, could someone please post some examples on how to do so )



Answer this question

Content Pipeline Model Animation

  • IndustrialGroup

    It's definitely not impossible, but I don't have any examples off hand.

  • Scott Allison

    You have to write a custom Processor, that derives from the NodeProcessor.

    In this custom Processor, you find the AnimationContentCollections that are attached to the node hierarchy, and translate that to your own animation storage format. Attach that animation format to the Tag of the output Model.

    Then, write a custom type reader and type writer that knows how to marshal your custom format, so it can get into and out of the xnb file.

    After loading the Model, get the Tag as your animation data format, and you have the data in your project. You then have to write the code that looks at the current time, and poses the bones, based on the animation data. This can be simple or fancy, depending on where you want to go with it.



  • Content Pipeline Model Animation