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  • XNA: Rotating Bones

    - by MLM
    XNA 4.0 I am trying to learn how to rotate bones on a very simple tank model I made in Cinema 4D. It is rigged by 3 bones, Root - Main - Turret - Barrel I have binded all of the objects to the bones so that all translations/rotations work as planned in C4D. I exported it as .fbx I based my test project after: http://create.msdn.com/en-US/education/catalog/sample/simple_animation I can build successfully with no errors but all the rotations I try to do to my bones have no effect. I can transform my Root successfully using below but the bone transforms have no effect: myModel.Root.Transform = world; Matrix turretRotation = Matrix.CreateRotationY(MathHelper.ToRadians(37)); Matrix barrelRotation = Matrix.CreateRotationX(barrelRotationValue); MainBone.Transform = MainTransform; TurretBone.Transform = turretRotation * TurretTransform; BarrelBone.Transform = barrelRotation * BarrelTransform; I am wondering if my model is just not right or something important I am missing in the code. Here is my Game1.cs using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace ModelTesting { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; float aspectRatio; Tank myModel; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here myModel = new Tank(); base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here myModel.Load(Content); aspectRatio = graphics.GraphicsDevice.Viewport.AspectRatio; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here float time = (float)gameTime.TotalGameTime.TotalSeconds; // Move the pieces /* myModel.TurretRotation = (float)Math.Sin(time * 0.333f) * 1.25f; myModel.BarrelRotation = (float)Math.Sin(time * 0.25f) * 0.333f - 0.333f; */ base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // Calculate the camera matrices. float time = (float)gameTime.TotalGameTime.TotalSeconds; Matrix rotation = Matrix.CreateRotationY(MathHelper.ToRadians(45)); Matrix view = Matrix.CreateLookAt(new Vector3(2000, 500, 0), new Vector3(0, 150, 0), Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, graphics.GraphicsDevice.Viewport.AspectRatio, 10, 10000); // TODO: Add your drawing code here myModel.Draw(rotation, view, projection); base.Draw(gameTime); } } } And here is my tank class: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace ModelTesting { public class Tank { Model myModel; // Array holding all the bone transform matrices for the entire model. // We could just allocate this locally inside the Draw method, but it // is more efficient to reuse a single array, as this avoids creating // unnecessary garbage. public Matrix[] boneTransforms; // Shortcut references to the bones that we are going to animate. // We could just look these up inside the Draw method, but it is more // efficient to do the lookups while loading and cache the results. ModelBone MainBone; ModelBone TurretBone; ModelBone BarrelBone; // Store the original transform matrix for each animating bone. Matrix MainTransform; Matrix TurretTransform; Matrix BarrelTransform; // current animation positions float turretRotationValue; float barrelRotationValue; /// <summary> /// Gets or sets the turret rotation amount. /// </summary> public float TurretRotation { get { return turretRotationValue; } set { turretRotationValue = value; } } /// <summary> /// Gets or sets the barrel rotation amount. /// </summary> public float BarrelRotation { get { return barrelRotationValue; } set { barrelRotationValue = value; } } /// <summary> /// Load the model /// </summary> public void Load(ContentManager Content) { // TODO: use this.Content to load your game content here myModel = Content.Load<Model>("Models\\simple_tank02"); MainBone = myModel.Bones["Main"]; TurretBone = myModel.Bones["Turret"]; BarrelBone = myModel.Bones["Barrel"]; MainTransform = MainBone.Transform; TurretTransform = TurretBone.Transform; BarrelTransform = BarrelBone.Transform; // Allocate the transform matrix array. boneTransforms = new Matrix[myModel.Bones.Count]; } public void Draw(Matrix world, Matrix view, Matrix projection) { myModel.Root.Transform = world; Matrix turretRotation = Matrix.CreateRotationY(MathHelper.ToRadians(37)); Matrix barrelRotation = Matrix.CreateRotationX(barrelRotationValue); MainBone.Transform = MainTransform; TurretBone.Transform = turretRotation * TurretTransform; BarrelBone.Transform = barrelRotation * BarrelTransform; myModel.CopyAbsoluteBoneTransformsTo(boneTransforms); // Draw the model, a model can have multiple meshes, so loop foreach (ModelMesh mesh in myModel.Meshes) { // This is where the mesh orientation is set foreach (BasicEffect effect in mesh.Effects) { effect.World = boneTransforms[mesh.ParentBone.Index]; effect.View = view; effect.Projection = projection; effect.EnableDefaultLighting(); } // Draw the mesh, will use the effects set above mesh.Draw(); } } } }

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  • Printer Review: HP LaserJet Pro 1606dn

    Looking for a black-and-white laser printer for your small office or workgroup? HP's $199 entry offers Ethernet, duplex printing, and fast performance -- and can install itself with no CD to insert or driver to download.

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  • Printer Review: HP LaserJet Pro 1606dn

    Looking for a black-and-white laser printer for your small office or workgroup? HP's $199 entry offers Ethernet, duplex printing, and fast performance -- and can install itself with no CD to insert or driver to download.

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  • Make Your Site's RSS Feed Shine

    RSS is a way of life these days, but there's no reason your site's RSS feed needs to look like it was written by a computer. Sure, in order for an RSS feed to be read by most RSS readers it needs to be valid XML, but who says you have to stop there?

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  • ANGLE wined3d in reverse

    <b>Wine-Reviews:</b> "Were happy to announce a new open source project called Almost Native Graphics Layer Engine, or ANGLE for short. The goal of ANGLE is to layer WebGLs subset of the OpenGL ES 2.0 API over DirectX 9.0c API calls."

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  • How To Get The Most Out Of Ubuntu Netbook Edition

    <b>Web Upd8: </b>"Note that the GNOME panel is locked in Ubuntu Netbook Edition 10.04 so you need to unlock it. As far as I know, this will only work if you installed Ubuntu Netbook Edition, not if you installed Ubuntu desktop and then installed the netbook interface."

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  • Indie Games See The Linux Market

    <b>Blog of Helios:</b> "Sure, I've played all the repository shooters...bloody chunks flying and monsters galore. I have a short attention span...mostly because I suck at shooter games. I just don't play them often. But every now and then, one game catches my eye. For this post, that game is Caster."

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  • java - register problem

    - by Jake
    Hi! When i try to register a person with the name Eric for example, and then again registrating Eric it works. This should not happen with the code i have. Eric should not be registrated if theres already an Eric in the list. Here is my full code: import java.util.*; import se.lth.cs.pt.io.*; class Person { private String name; private String nbr; public Person (String name, String nbr) { this.name = name; this.nbr = nbr; } public String getName() { return name; } public String getNumber() { return nbr; } public String toString() { return name + " : " + nbr; } } class Register { private List<Person> personer; public Register() { personer = new ArrayList<Person>(); } // boolean remove(String name) { // } private Person findName(String name) { for (Person person : personer) { if (person.getName() == name) { return person; } } return null; } private boolean containsName(String name) { return findName(name) != null; } public boolean insert(String name, String nbr) { if (containsName(name)) { return false; } Person person = new Person(name, nbr); personer.add(person); Collections.sort(personer, new A()); return true; } //List<Person> findByPartOfName(String partOfName) { //} //List<Person> findByNumber(String nbr) { //} public List<Person> findAll() { List<Person> copy = new ArrayList<Person>(); for (Person person : personer) { copy.add(person); } return copy; } public void printList(List<Person> personer) { for (Person person : personer) { System.out.println(person.toString()); } } } class A implements Comparator < Person > { @Override public int compare(Person o1, Person o2) { if(o1.getName() != null && o2.getName() != null){ return o1.getName().compareTo(o2.getName()); } return 0; } } class TestScript { public static void main(String[] args) { new TestScript().run(); } void test(String msg, boolean status) { if (status) { System.out.println(msg + " -- ok"); } else { System.out.printf("==== FEL: %s ====\n", msg); } } void run() { Register register = new Register(); System.out.println("Vad vill du göra:"); System.out.println("1. Lägg in ny person."); System.out.println("2. Tag bort person."); System.out.println("3. Sök på del av namn."); System.out.println("4. Se vem som har givet nummer."); System.out.println("5. Skriv ut alla personer."); System.out.println("0. Avsluta."); int cmd = Keyboard.nextInt("Ange kommando (0-5): "); if (cmd == 0 ) { } else if (cmd == 1) { String name = Keyboard.nextLine("Namn: "); String nbr = Keyboard.nextLine("Nummer: "); System.out.println("\n"); String inlagd = "OK - " + name + " är nu inlagd."; String ejinlagd = name + " är redan inlagd."; test("Skapar nytt konto", register.insert(name, nbr) == true); System.out.println("\n"); } else if (cmd == 2) { } else if (cmd == 3) { } else if (cmd == 4) { } else if (cmd == 5) { System.out.println("\n"); register.printList(register.findAll()); System.out.println("\n"); } else { System.out.println("Inget giltigt kommando!"); System.out.println("\n"); } } }

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