Seperate model and animation

Dec 8, 2010 at 4:18 PM

I want to seperate the static model file and animation file. So, I do like this:

1,In 3dmax, create a static model,(a simple human), and export it to t0.FBX file, this step is easy: it's not a skined model, just has simple layers, without bones or biped.

Model model = Content.Load<Model>("Models/t0");

foreach (ModelMesh mesh in model.Meshes)
                 foreach (BasicEffect effect in modelMesh.Effects)
                {
                    effect.World = ...                    a
                    effect.View = cameraView;
                    effect.Projection = cameraProjection;

2, create a pure Biped animation, if export it to .x[ I want ], always fail, says: no skeleton.   then, export it to M0.FBX too.

SkinnedModel skinnedModel = Content.Load<SkinnedModel>("Models/M0");

animationController = new AnimationController(skinnedModel.SkeletonBones);

how to use the "animationController.SkinnedBoneTransforms"? that is, how to set the effect.World in last step?

Thank you very much. my purpose is seperate the model and anim.

 

Developer
Dec 8, 2010 at 6:20 PM

You can't do this, because the content pipeline doesn't import bones that don't have some geometry attached. This is planned for a future version of the library.

Dec 9, 2010 at 11:49 AM
Edited Dec 9, 2010 at 3:51 PM
r2d2rigo wrote:

You can't do this, because the content pipeline doesn't import bones that don't have some geometry attached. This is planned for a future version of the library.

 Oh, Thank you !!

This is planned for a future version of the library?! :)   It's very wonderfull :)

Dec 25, 2010 at 12:23 PM
Edited Dec 27, 2010 at 4:17 PM

Oh, nothing:)