<?xml version="1.0"?><?xml-stylesheet type="text/xsl" href="/rss.xsl"?><rss version="2.0"><channel><title>xnanimation Wiki &amp; Documentation Rss Feed</title><link>http://www.codeplex.com/xnanimation/Wiki/View.aspx?title=Home</link><description>xnanimation Wiki Rss Description</description><item><title>Updated Wiki: Home</title><link>http://xnanimation.codeplex.com/wikipage?version=18</link><description>&lt;div class="wikidoc"&gt;&lt;h1&gt;Introduction&lt;/h1&gt;XNAnimation is a skeletal animation library for XNA. This library allows developers to easly manipulate, playback, interpolate and blend animations.&lt;br /&gt;Currently, the library is being ported to XNA 4.0.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://xnanimation.codeplex.com/documentation?referringTitle=Home"&gt;Documentation&lt;/a&gt; : &lt;a href="http://xnanimation.codeplex.com/wikipage?title=FAQ&amp;referringTitle=Home"&gt;FAQ &amp;#40;Updated 12&amp;#47;07&amp;#47;2010&amp;#41;&lt;/a&gt; : &lt;a href="http://xnanimation.codeplex.com/wikipage?title=Acknowledment&amp;referringTitle=Home"&gt;Acknowledment&lt;/a&gt; : &lt;a href="http://xnanimation.codeplex.com/wikipage?title=About%20Me&amp;referringTitle=Home"&gt;About Me&lt;/a&gt;
&lt;h1&gt;Main Features&lt;/h1&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;General&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Easy to use. 
&lt;ul&gt;&lt;li&gt;Provides classes to handle skinned models, skeletons, animations clips, keyframes and poses.&lt;/li&gt;
&lt;li&gt;Provides controllers to handle animation playback.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;High performance.
&lt;ul&gt;&lt;li&gt;Animation interpolation and blending made on the CPU.&lt;/li&gt;
&lt;li&gt;Model skinning made on the GPU.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;Low memory footprint.
&lt;ul&gt;&lt;li&gt;Stores keyframe translation, orientation, and scale decomposed.&lt;/li&gt;
&lt;li&gt;Shares skeletons, animations and meshes resources.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;Supports Windows and Xbox platforms.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Animation playback&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Plays animations forward and backward.&lt;/li&gt;
&lt;li&gt;Constrols animation speed and looping.&lt;/li&gt;
&lt;li&gt;Supports models with up to 80 bones&lt;/li&gt;
&lt;li&gt;Supports linear, cubic and spherical keyframe interpolation.
&lt;ul&gt;&lt;li&gt;Stores keyframe translation, orientation, and scale decomposed&lt;/li&gt;
&lt;li&gt;Interpolates translation, orientation and scale separately for best interpolation.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Animation blending&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Supports cross fade between animation clips.
&lt;ul&gt;&lt;li&gt;Allows smooth transitions between animations.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Material system&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Supports multiple point light sources (up to eight) with light attenuation.&lt;/li&gt;
&lt;li&gt;Supports materials with emissive, diffuse and specular properties.&lt;/li&gt;
&lt;li&gt;Supports Diffuse, Normal and Specular textures.&lt;/li&gt;
&lt;li&gt;Reports vertex and pixel shader profiles used&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;XNAnimation Model Processor&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Splits any animation into a new set of animations (based on time or keyframe)&lt;/li&gt;
&lt;li&gt;Transforms the entire scene using rotation or scale&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;

&lt;h1&gt;Videos&lt;/h1&gt;&lt;div class="video" style="text-align:Center"&gt;&lt;span class="player"&gt;&lt;object height="285px" width="320px"&gt;&lt;param name="movie" value="http://www.youtube.com/v/77wfrXvOkIQ"&gt;&lt;/param&gt;&lt;param name="wmode" value="transparent"&gt;&lt;/param&gt;&lt;embed height="285px" width="320px" type="application/x-shockwave-flash" wmode="transparent" src="http://www.youtube.com/v/77wfrXvOkIQ" /&gt;&lt;/object&gt;&lt;/span&gt;&lt;br /&gt;&lt;span class="external"&gt;&lt;a href="http://www.youtube.com/watch?v=77wfrXvOkIQ" target="_blank"&gt;Launch in another window&lt;/a&gt;&lt;/span&gt;&lt;/div&gt;&lt;br /&gt;
&lt;h1&gt;Links to Resources&lt;/h1&gt;Comming Soon&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>r2d2rigo</author><pubDate>Wed, 08 Dec 2010 18:26:25 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20101208062625P</guid></item><item><title>Updated Wiki: FAQ</title><link>http://xnanimation.codeplex.com/wikipage?title=FAQ&amp;version=17</link><description>&lt;div class="wikidoc"&gt;&lt;h1&gt;FAQ &lt;a name="faq"&gt;&lt;/a&gt;&lt;/h1&gt;&lt;h2&gt;General&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q1"&gt;How can I use XNAnimation&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q14"&gt;What files do I need to use XNAnimation in my project&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q2"&gt;What types of animation are supported&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q3"&gt;What file formats are supported&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q4"&gt;What platforms does XNAnimation support&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;h2&gt;Digital Content Creation Tools&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q5"&gt;How can I export my model and animations&amp;#63; What exporter should I use&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q6"&gt;How can I export more than one animation take&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q7"&gt;Can I use Biped instead of bones&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q8"&gt;Can I use inverse kinematics &amp;#40;IK&amp;#41; tools to animate my model&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;h2&gt;XNAnimation Features&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q9"&gt;Does XNAnimation supports characters with more than 80 bones&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q10"&gt;Does XNAnimation supports Animation Blending&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q11"&gt;How can I split an animation clip &amp;#40;or animation take&amp;#41;&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q12"&gt;How can I use my own effect instead of the SkinnedModelBasicEffect&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;h2&gt;Problems&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q13"&gt;Why there&amp;#39;s not a XNAnimationPipeline assembly for Xbox 360&amp;#63; &amp;#47; Why I can&amp;#39;t find the XNAnimationPipeline assembly inside of the Xbox 360 folder&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Why my animation is showing/playing wrong?&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Error: &amp;quot;Both a valid vertex shader and pixel shader (or valid effect) must be set on the device ...&amp;quot;&lt;/b&gt;&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;General&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;How can I use XNAnimation?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q1"&gt;&lt;/a&gt; 
&lt;ul&gt;&lt;li&gt;The XNAnimation library is composed by two assemblies: XNAnimation and XNAnimationPipeline. You should add a reference for the XNAnimationPipeline assembly from your Content project (nested inside of your main game project), and choose the &amp;quot;Model - XNAnimation&amp;quot; as the content processor for all your models. You should also add a reference for the XNAnimation assembly from your game project, and use the &lt;i&gt;SkinnedModel&lt;/i&gt; and &lt;i&gt;AnimationController&lt;/i&gt; classes to playback your animation at runtime.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;What files do I need to use XNAnimation in my project?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q14"&gt;&lt;/a&gt; 
&lt;ul&gt;&lt;li&gt;If you want to use the XNAnimation functionality in your project, just download &lt;a href="http://xnanimation.codeplex.com/releases/view/39988"&gt;XNAnimation 0.7.0.0 BETA 3 libraries&lt;/a&gt; and add them to your project. The file &lt;a href="http://xnanimation.codeplex.com/releases/view/39988"&gt;XNAnimation 0.7.0.0 BETA 3&lt;/a&gt; includes some examples as well, so if you are starting it would be worth taking a look at them. And if you want to extend the functionality of XNAnimation, in the &lt;a href="http://xnanimation.codeplex.com/SourceControl/list/changesets" class="externalLink"&gt;repository&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; you can find the latest iteration of the source code.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;What types of animation are supported?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q2"&gt;&lt;/a&gt; 
&lt;ul&gt;&lt;li&gt;Currently, it only supports skeletal animations (skinned models).&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;What file formats are supported?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q3"&gt;&lt;/a&gt;
&lt;ul&gt;&lt;li&gt;Currently, .X (DirectX) and .FBX (Autodesk) formats are supported. However, because XNAnimation works as a Model Processor it can handle any model imported by the XNA Content Pipeline. Thus, you can create a model importer for any file format that you want.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;What platforms does XNAnimation support?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q4"&gt;&lt;/a&gt;
&lt;ul&gt;&lt;li&gt;XNAnimation supports Windows and Xbox 360, support for Windows Phone is being worked on. Note that the XNAnimationPipeline assembly is for Windows only.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;h2&gt;Digital Content Creation Tools&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;How can I export my model and animations? What exporter should I use?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q5"&gt;&lt;/a&gt;
&lt;ul&gt;&lt;li&gt;As previously said, you can use X and FBX formats for exporting, as long as they are properly rigged and have keyframes. If your are using 3DS Max, you can use the default exporter for FBX format, and &lt;a href="http://www.andytather.co.uk/Panda/directxmax_downloads.aspx" class="externalLink"&gt;Panda&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; or &lt;a href="http://www.kwxport.org/" class="externalLink"&gt;kW X-port&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; for X.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;How can I export more than one animation take?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q6"&gt;&lt;/a&gt;
&lt;ul&gt;&lt;li&gt;Exporters can only manage one take, so you must divide the full animation using a XML file (property &lt;i&gt;Split Animation Filename&lt;/i&gt; of your model in the Content pipeline).&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Can I use Biped instead of bones?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q7"&gt;&lt;/a&gt;
&lt;ul&gt;&lt;li&gt;Of course! Bipeds are automatically converted to bones upon exporting, and makes animating organic characters easier.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Can I use inverse kinematics (IK) tools to animate my model?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q8"&gt;&lt;/a&gt;
&lt;ul&gt;&lt;li&gt;As long as they are finally baked into a keyframe-based animation, you are free to use any animation technique you want.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;h2&gt;XNAnimation Features&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;Does XNAnimation supports characters with more than 80 bones?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q9"&gt;&lt;/a&gt;
&lt;ul&gt;&lt;li&gt;Sadly, that&amp;#39;s the upper limit supported for the SM3.0 shaders. But you can divide your model in independent submodels and attach one to another; an example of this will be added shortly.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Does XNAnimation supports Animation Blending?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q10"&gt;&lt;/a&gt;
&lt;ul&gt;&lt;li&gt;Currently animation blending isn&amp;#39;t supported. This will be added in a future release.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;How can I split an animation clip (or animation take)?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q11"&gt;&lt;/a&gt;
&lt;ul&gt;&lt;li&gt;Check the EnemyBeast model of the XNAnimationSample project. It uses a XML file to split a full-length take into various animations.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;How can I use my own effect instead of the SkinnedModelBasicEffect?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q12"&gt;&lt;/a&gt;
&lt;ul&gt;&lt;li&gt;Yes, you can use it. Just modify the &lt;i&gt;SkinnedModelEffect.fx&lt;/i&gt; effect of the XNAnimation project. The custom build step will do all the processing to embed it in the &lt;i&gt;XNAnimation.dll&lt;/i&gt; library.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;h2&gt;Problems&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;Why there&amp;#39;s not a XNAnimationPipeline assembly for Xbox 360? / Why I can&amp;#39;t find the XNAnimationPipeline assembly inside of the Xbox 360 folder?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q13"&gt;&lt;/a&gt;
&lt;ul&gt;&lt;li&gt;Even if your target platform is the Xbox 360, all your game assets are processed on the Windows platform. Thus, the XNAnimationPipeline assembly is for Windows only.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>r2d2rigo</author><pubDate>Wed, 08 Dec 2010 18:26:04 GMT</pubDate><guid isPermaLink="false">Updated Wiki: FAQ 20101208062604P</guid></item><item><title>Updated Wiki: Home</title><link>http://xnanimation.codeplex.com/wikipage?version=17</link><description>&lt;div class="wikidoc"&gt;&lt;h1&gt;Introduction&lt;/h1&gt;XNAnimation is a skeletal animation library for XNA. This library allows developers to easly manipulate, playback, interpolate and blend animations.&lt;br /&gt;Currently, the library is being ported to XNA 4.0.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://xnanimation.codeplex.com/documentation?referringTitle=Home"&gt;Documentation&lt;/a&gt; : &lt;a href="http://xnanimation.codeplex.com/wikipage?title=FAQ&amp;referringTitle=Home"&gt;FAQ &amp;#40;Updated 02&amp;#47;08&amp;#47;2010&amp;#41;&lt;/a&gt; : &lt;a href="http://xnanimation.codeplex.com/wikipage?title=Acknowledment&amp;referringTitle=Home"&gt;Acknowledment&lt;/a&gt; : &lt;a href="http://xnanimation.codeplex.com/wikipage?title=About%20Me&amp;referringTitle=Home"&gt;About Me&lt;/a&gt;
&lt;h1&gt;Main Features&lt;/h1&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;General&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Easy to use. 
&lt;ul&gt;&lt;li&gt;Provides classes to handle skinned models, skeletons, animations clips, keyframes and poses.&lt;/li&gt;
&lt;li&gt;Provides controllers to handle animation playback.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;High performance.
&lt;ul&gt;&lt;li&gt;Animation interpolation and blending made on the CPU.&lt;/li&gt;
&lt;li&gt;Model skinning made on the GPU.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;Low memory footprint.
&lt;ul&gt;&lt;li&gt;Stores keyframe translation, orientation, and scale decomposed.&lt;/li&gt;
&lt;li&gt;Shares skeletons, animations and meshes resources.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;Supports Windows and Xbox platforms.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Animation playback&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Plays animations forward and backward.&lt;/li&gt;
&lt;li&gt;Constrols animation speed and looping.&lt;/li&gt;
&lt;li&gt;Supports models with up to 80 bones&lt;/li&gt;
&lt;li&gt;Supports linear, cubic and spherical keyframe interpolation.
&lt;ul&gt;&lt;li&gt;Stores keyframe translation, orientation, and scale decomposed&lt;/li&gt;
&lt;li&gt;Interpolates translation, orientation and scale separately for best interpolation.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Animation blending&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Supports cross fade between animation clips.
&lt;ul&gt;&lt;li&gt;Allows smooth transitions between animations.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Material system&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Supports multiple point light sources (up to eight) with light attenuation.&lt;/li&gt;
&lt;li&gt;Supports materials with emissive, diffuse and specular properties.&lt;/li&gt;
&lt;li&gt;Supports Diffuse, Normal and Specular textures.&lt;/li&gt;
&lt;li&gt;Reports vertex and pixel shader profiles used&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;XNAnimation Model Processor&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Splits any animation into a new set of animations (based on time or keyframe)&lt;/li&gt;
&lt;li&gt;Transforms the entire scene using rotation or scale&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;

&lt;h1&gt;Videos&lt;/h1&gt;&lt;div class="video" style="text-align:Center"&gt;&lt;span class="player"&gt;&lt;object height="285px" width="320px"&gt;&lt;param name="movie" value="http://www.youtube.com/v/77wfrXvOkIQ"&gt;&lt;/param&gt;&lt;param name="wmode" value="transparent"&gt;&lt;/param&gt;&lt;embed height="285px" width="320px" type="application/x-shockwave-flash" wmode="transparent" src="http://www.youtube.com/v/77wfrXvOkIQ" /&gt;&lt;/object&gt;&lt;/span&gt;&lt;br /&gt;&lt;span class="external"&gt;&lt;a href="http://www.youtube.com/watch?v=77wfrXvOkIQ" target="_blank"&gt;Launch in another window&lt;/a&gt;&lt;/span&gt;&lt;/div&gt;&lt;br /&gt;
&lt;h1&gt;Links to Resources&lt;/h1&gt;Comming Soon&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>r2d2rigo</author><pubDate>Wed, 08 Dec 2010 18:24:39 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20101208062439P</guid></item><item><title>Updated Wiki: FAQ</title><link>http://xnanimation.codeplex.com/wikipage?title=FAQ&amp;version=16</link><description>&lt;div class="wikidoc"&gt;&lt;h1&gt;FAQ &lt;a name="faq"&gt;&lt;/a&gt;&lt;/h1&gt;&lt;h2&gt;General&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q1"&gt;How can I use XNAnimation&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q14"&gt;What files do I need to use XNAnimation in my project&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q2"&gt;What types of animation are supported&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q3"&gt;What file formats are supported&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q4"&gt;Does XNAnimation supports Windows and Xbox 360 platforms&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;h2&gt;Digital Content Creation Tools&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q5"&gt;How can I export my model and animations&amp;#63; What exporter should I use&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q6"&gt;How can I export more than one animation take&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q7"&gt;Can I use Biped instead of bones&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q8"&gt;Can I use inverse kinematics &amp;#40;IK&amp;#41; tools to animate my model&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;h2&gt;XNAnimation Features&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q9"&gt;Does XNAnimation supports characters with more than 80 bones&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q10"&gt;Does XNAnimation supports Animation Blending&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q11"&gt;How can I split an animation clip &amp;#40;or animation take&amp;#41;&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q12"&gt;How can I use my own effect instead of the SkinnedModelBasicEffect&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;h2&gt;Problems&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q13"&gt;Why there&amp;#39;s not a XNAnimationPipeline assembly for Xbox 360&amp;#63; &amp;#47; Why I can&amp;#39;t find the XNAnimationPipeline assembly inside of the Xbox 360 folder&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Why my animation is showing/playing wrong?&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Error: &amp;quot;Both a valid vertex shader and pixel shader (or valid effect) must be set on the device ...&amp;quot;&lt;/b&gt;&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;General&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;How can I use XNAnimation?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q1"&gt;&lt;/a&gt; 
&lt;ul&gt;&lt;li&gt;The XNAnimation library is composed by two assemblies: XNAnimation and XNAnimationPipeline. You should add a reference for the XNAnimationPipeline assembly from your Content project (nested inside of your main game project), and choose the &amp;quot;Model - XNAnimation&amp;quot; as the content processor for all your models. You should also add a reference for the XNAnimation assembly from your game project, and use the &lt;i&gt;SkinnedModel&lt;/i&gt; and &lt;i&gt;AnimationController&lt;/i&gt; classes to playback your animation at runtime.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;What files do I need to use XNAnimation in my project?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q14"&gt;&lt;/a&gt; 
&lt;ul&gt;&lt;li&gt;If you want to use the XNAnimation functionality in your project, just download &lt;a href="http://xnanimation.codeplex.com/Release/ProjectReleases.aspx?ReleaseId=39988"&gt;XNAnimation 0.7.0.0 BETA 3 libraries&lt;/a&gt; and add them to your project. The file &lt;a href="http://xnanimation.codeplex.com/Release/ProjectReleases.aspx?ReleaseId=39988"&gt;XNAnimation 0.7.0.0 BETA 3&lt;/a&gt; includes some examples as well, so if you are starting it would be worth taking a look at them. And if you want to extend the functionality of XNAnimation, in the &lt;a href="http://xnanimation.codeplex.com/SourceControl/list/changesets" class="externalLink"&gt;repository&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; you can find the latest iteration of the source code.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;What types of animation are supported?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q2"&gt;&lt;/a&gt; 
&lt;ul&gt;&lt;li&gt;Currently, it only supports skeletal animations (skinned models).&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;What file formats are supported?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q3"&gt;&lt;/a&gt;
&lt;ul&gt;&lt;li&gt;Currently, .X (DirectX) and .FBX (Autodesk) formats are supported. However, because XNAnimation works as a Model Processor it can handle any model imported by the XNA Content Pipeline. Thus, you can create a model importer for any file format that you want.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Does XNAnimation supports Windows and Xbox 360 platforms?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q4"&gt;&lt;/a&gt;
&lt;ul&gt;&lt;li&gt;Yes! The XNAnimation package contains compiled assemblies (DLLs) for Windows and Xbox 360. Note that the XNAnimationPipeline assembly is for Windows only.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;h2&gt;Digital Content Creation Tools&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;How can I export my model and animations? What exporter should I use?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q5"&gt;&lt;/a&gt;
&lt;ul&gt;&lt;li&gt;As previously said, you can use X and FBX formats for exporting, as long as they are properly rigged and have keyframes. If your are using 3DS Max, you can use the default exporter for FBX format, and &lt;a href="http://www.andytather.co.uk/Panda/directxmax_downloads.aspx" class="externalLink"&gt;Panda&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; or &lt;a href="http://www.kwxport.org/" class="externalLink"&gt;kW X-port&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; for X.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;How can I export more than one animation take?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q6"&gt;&lt;/a&gt;
&lt;ul&gt;&lt;li&gt;Exporters can only manage one take, so you must divide the full animation using a XML file (property &lt;i&gt;Split Animation Filename&lt;/i&gt; of your model in the Content pipeline).&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Can I use Biped instead of bones?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q7"&gt;&lt;/a&gt;
&lt;ul&gt;&lt;li&gt;Of course! Bipeds are automatically converted to bones upon exporting, and makes animating organic characters easier.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Can I use inverse kinematics (IK) tools to animate my model?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q8"&gt;&lt;/a&gt;
&lt;ul&gt;&lt;li&gt;As long as they are finally baked into a keyframe-based animation, you are free to use any animation technique you want.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;h2&gt;XNAnimation Features&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;Does XNAnimation supports characters with more than 80 bones?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q9"&gt;&lt;/a&gt;
&lt;ul&gt;&lt;li&gt;Sadly, that&amp;#39;s the upper limit supported for the SM3.0 shaders. But you can divide your model in independent submodels and attach one to another; an example of this will be added shortly.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Does XNAnimation supports Animation Blending?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q10"&gt;&lt;/a&gt;
&lt;ul&gt;&lt;li&gt;Currently animation blending isn&amp;#39;t supported. This will be added in a future release.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;How can I split an animation clip (or animation take)?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q11"&gt;&lt;/a&gt;
&lt;ul&gt;&lt;li&gt;Check the EnemyBeast model of the XNAnimationSample project. It uses a XML file to split a full-length take into various animations.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;How can I use my own effect instead of the SkinnedModelBasicEffect?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q12"&gt;&lt;/a&gt;
&lt;ul&gt;&lt;li&gt;Yes, you can use it. Just modify the &lt;i&gt;SkinnedModelEffect.fx&lt;/i&gt; effect of the XNAnimation project. The custom build step will do all the processing to embed it in the &lt;i&gt;XNAnimation.dll&lt;/i&gt; library.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;h2&gt;Problems&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;Why there&amp;#39;s not a XNAnimationPipeline assembly for Xbox 360? / Why I can&amp;#39;t find the XNAnimationPipeline assembly inside of the Xbox 360 folder?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q13"&gt;&lt;/a&gt;
&lt;ul&gt;&lt;li&gt;Even if your target platform is the Xbox 360, all your game assets are processed on the Windows platform. Thus, the XNAnimationPipeline assembly is for Windows only.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>r2d2rigo</author><pubDate>Mon, 08 Feb 2010 08:45:42 GMT</pubDate><guid isPermaLink="false">Updated Wiki: FAQ 20100208084542A</guid></item><item><title>Updated Wiki: FAQ</title><link>http://xnanimation.codeplex.com/wikipage?title=FAQ&amp;version=15</link><description>&lt;div class="wikidoc"&gt;&lt;h1&gt;FAQ &lt;a name="faq"&gt;&lt;/a&gt;&lt;/h1&gt;&lt;h2&gt;General&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q1"&gt;How can I use XNAnimation&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q14"&gt;What files do I need to use XNAnimation in my project&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q2"&gt;What types of animation are supported&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q3"&gt;What file formats are supported&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q4"&gt;Does XNAnimation supports Windows and Xbox 360 platforms&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;h2&gt;Digital Content Creation Tools&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q5"&gt;How can I export my model and animations&amp;#63; What exporter should I use&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q6"&gt;How can I export more than one animation take&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q7"&gt;Can I use Biped instead of bones&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q8"&gt;Can I use inverse kinematics &amp;#40;IK&amp;#41; tools to animate my model&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;h2&gt;XNAnimation Features&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q9"&gt;Does XNAnimation supports characters with more than 80 bones&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q10"&gt;Does XNAnimation supports Animation Blending&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q11"&gt;How can I split an animation clip &amp;#40;or animation take&amp;#41;&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q12"&gt;How can I use my own effect instead of the SkinnedModelBasicEffect&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;h2&gt;Problems&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q13"&gt;Why there&amp;#39;s not a XNAnimationPipeline assembly for Xbox 360&amp;#63; &amp;#47; Why I can&amp;#39;t find the XNAnimationPipeline assembly inside of the Xbox 360 folder&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Why my animation is showing/playing wrong?&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Error: &amp;quot;Both a valid vertex shader and pixel shader (or valid effect) must be set on the device ...&amp;quot;&lt;/b&gt;&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;General&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;How can I use XNAnimation?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q1"&gt;&lt;/a&gt; 
&lt;ul&gt;&lt;li&gt;The XNAnimation library is composed by two assemblies: XNAnimation and XNAnimationPipeline. You should add a reference for the XNAnimationPipeline assembly from your Content project (nested inside of your main game project), and choose the &amp;quot;Model - XNAnimation&amp;quot; as the content processor for all your models. You should also add a reference for the XNAnimation assembly from your game project, and use the &lt;i&gt;SkinnedModel&lt;/i&gt; and &lt;i&gt;AnimationController&lt;/i&gt; classes to playback your animation at runtime.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;*What files do I need to use XNAnimation in my project? &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q14"&gt;&lt;/a&gt; 
&lt;ul&gt;&lt;li&gt;If you want to use the XNAnimation functionality in your project, just download &lt;a href="http://xnanimation.codeplex.com/Release/ProjectReleases.aspx?ReleaseId=39988"&gt;XNAnimation 0.7.0.0 BETA 3 libraries&lt;/a&gt; and add them to your project. The file &lt;a href="http://xnanimation.codeplex.com/Release/ProjectReleases.aspx?ReleaseId=39988"&gt;XNAnimation 0.7.0.0 BETA 3&lt;/a&gt; includes some examples as well, so if you are starting it would be worth taking a look at them. And if you want to extend the functionality of XNAnimation, in the &lt;a href="http://xnanimation.codeplex.com/SourceControl/list/changesets" class="externalLink"&gt;repository&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; you can find the latest iteration of the source code.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;What types of animation are supported?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q2"&gt;&lt;/a&gt; 
&lt;ul&gt;&lt;li&gt;Currently, it only supports skeletal animations (skinned models).&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;What file formats are supported?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q3"&gt;&lt;/a&gt;
&lt;ul&gt;&lt;li&gt;Currently, .X (DirectX) and .FBX (Autodesk) formats are supported. However, because XNAnimation works as a Model Processor it can handle any model imported by the XNA Content Pipeline. Thus, you can create a model importer for any file format that you want.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Does XNAnimation supports Windows and Xbox 360 platforms?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q4"&gt;&lt;/a&gt;
&lt;ul&gt;&lt;li&gt;Yes! The XNAnimation package contains compiled assemblies (DLLs) for Windows and Xbox 360. Note that the XNAnimationPipeline assembly is for Windows only.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;h2&gt;Digital Content Creation Tools&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;How can I export my model and animations? What exporter should I use?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q5"&gt;&lt;/a&gt;
&lt;ul&gt;&lt;li&gt;As previously said, you can use X and FBX formats for exporting, as long as they are properly rigged and have keyframes. If your are using 3DS Max, you can use the default exporter for FBX format, and &lt;a href="http://www.andytather.co.uk/Panda/directxmax_downloads.aspx" class="externalLink"&gt;Panda&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; or &lt;a href="http://www.kwxport.org/" class="externalLink"&gt;kW X-port&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; for X.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;How can I export more than one animation take?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q6"&gt;&lt;/a&gt;
&lt;ul&gt;&lt;li&gt;Exporters can only manage one take, so you must divide the full animation using a XML file (property &lt;i&gt;Split Animation Filename&lt;/i&gt; of your model in the Content pipeline).&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Can I use Biped instead of bones?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q7"&gt;&lt;/a&gt;
&lt;ul&gt;&lt;li&gt;Of course! Bipeds are automatically converted to bones upon exporting, and makes animating organic characters easier.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Can I use inverse kinematics (IK) tools to animate my model?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q8"&gt;&lt;/a&gt;
&lt;ul&gt;&lt;li&gt;As long as they are finally baked into a keyframe-based animation, you are free to use any animation technique you want.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;h2&gt;XNAnimation Features&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;Does XNAnimation supports characters with more than 80 bones?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q9"&gt;&lt;/a&gt;
&lt;ul&gt;&lt;li&gt;Sadly, that&amp;#39;s the upper limit supported for the SM3.0 shaders. But you can divide your model in independent submodels and attach one to another; an example of this will be added shortly.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Does XNAnimation supports Animation Blending?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q10"&gt;&lt;/a&gt;
&lt;ul&gt;&lt;li&gt;Currently animation blending isn&amp;#39;t supported. This will be added in a future release.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;How can I split an animation clip (or animation take)?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q11"&gt;&lt;/a&gt;
&lt;ul&gt;&lt;li&gt;Check the EnemyBeast model of the XNAnimationSample project. It uses a XML file to split a full-length take into various animations.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;How can I use my own effect instead of the SkinnedModelBasicEffect?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q12"&gt;&lt;/a&gt;
&lt;ul&gt;&lt;li&gt;Yes, you can use it. Just modify the &lt;i&gt;SkinnedModelEffect.fx&lt;/i&gt; effect of the XNAnimation project. The custom build step will do all the processing to embed it in the &lt;i&gt;XNAnimation.dll&lt;/i&gt; library.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;h2&gt;Problems&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;Why there&amp;#39;s not a XNAnimationPipeline assembly for Xbox 360? / Why I can&amp;#39;t find the XNAnimationPipeline assembly inside of the Xbox 360 folder?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q13"&gt;&lt;/a&gt;
&lt;ul&gt;&lt;li&gt;Even if your target platform is the Xbox 360, all your game assets are processed on the Windows platform. Thus, the XNAnimationPipeline assembly is for Windows only.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>r2d2rigo</author><pubDate>Mon, 08 Feb 2010 08:45:13 GMT</pubDate><guid isPermaLink="false">Updated Wiki: FAQ 20100208084513A</guid></item><item><title>Updated Wiki: Home</title><link>http://xnanimation.codeplex.com/wikipage?version=16</link><description>&lt;div class="wikidoc"&gt;&lt;h1&gt;Introduction&lt;/h1&gt;XNAnimation is a skeletal animation library for XNA. This library allows developers to easly manipulate, playback, interpolate and blend animations.&lt;br /&gt;As of February 2010, development on XNAnimation has been continued.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://xnanimation.codeplex.com/documentation?referringTitle=Home"&gt;Documentation&lt;/a&gt; : &lt;a href="http://xnanimation.codeplex.com/wikipage?title=FAQ&amp;referringTitle=Home"&gt;FAQ &amp;#40;Updated 02&amp;#47;08&amp;#47;2010&amp;#41;&lt;/a&gt; : &lt;a href="http://xnanimation.codeplex.com/wikipage?title=Acknowledment&amp;referringTitle=Home"&gt;Acknowledment&lt;/a&gt; : &lt;a href="http://xnanimation.codeplex.com/wikipage?title=About%20Me&amp;referringTitle=Home"&gt;About Me&lt;/a&gt;
&lt;h1&gt;Main Features&lt;/h1&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;General&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Easy to use. 
&lt;ul&gt;&lt;li&gt;Provides classes to handle skinned models, skeletons, animations clips, keyframes and poses.&lt;/li&gt;
&lt;li&gt;Provides controllers to handle animation playback.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;High performance.
&lt;ul&gt;&lt;li&gt;Animation interpolation and blending made on the CPU.&lt;/li&gt;
&lt;li&gt;Model skinning made on the GPU.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;Low memory footprint.
&lt;ul&gt;&lt;li&gt;Stores keyframe translation, orientation, and scale decomposed.&lt;/li&gt;
&lt;li&gt;Shares skeletons, animations and meshes resources.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;Supports Windows and Xbox platforms.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Animation playback&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Plays animations forward and backward.&lt;/li&gt;
&lt;li&gt;Constrols animation speed and looping.&lt;/li&gt;
&lt;li&gt;Supports models with up to 80 bones&lt;/li&gt;
&lt;li&gt;Supports linear, cubic and spherical keyframe interpolation.
&lt;ul&gt;&lt;li&gt;Stores keyframe translation, orientation, and scale decomposed&lt;/li&gt;
&lt;li&gt;Interpolates translation, orientation and scale separately for best interpolation.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Animation blending&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Supports cross fade between animation clips.
&lt;ul&gt;&lt;li&gt;Allows smooth transitions between animations.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Material system&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Supports multiple point light sources (up to eight) with light attenuation.&lt;/li&gt;
&lt;li&gt;Supports materials with emissive, diffuse and specular properties.&lt;/li&gt;
&lt;li&gt;Supports Diffuse, Normal and Specular textures.&lt;/li&gt;
&lt;li&gt;Reports vertex and pixel shader profiles used&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;XNAnimation Model Processor&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Splits any animation into a new set of animations (based on time or keyframe)&lt;/li&gt;
&lt;li&gt;Transforms the entire scene using rotation or scale&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;

&lt;h1&gt;Videos&lt;/h1&gt;&lt;div class="video" style="text-align:Center"&gt;&lt;span class="player"&gt;&lt;object height="285px" width="320px"&gt;&lt;param name="movie" value="http://www.youtube.com/v/77wfrXvOkIQ"&gt;&lt;/param&gt;&lt;param name="wmode" value="transparent"&gt;&lt;/param&gt;&lt;embed height="285px" width="320px" type="application/x-shockwave-flash" wmode="transparent" src="http://www.youtube.com/v/77wfrXvOkIQ" /&gt;&lt;/object&gt;&lt;/span&gt;&lt;br /&gt;&lt;span class="external"&gt;&lt;a href="http://www.youtube.com/watch?v=77wfrXvOkIQ" target="_blank"&gt;Launch in another window&lt;/a&gt;&lt;/span&gt;&lt;/div&gt;&lt;br /&gt;
&lt;h1&gt;Links to Resources&lt;/h1&gt;Comming Soon&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>r2d2rigo</author><pubDate>Mon, 08 Feb 2010 00:33:31 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20100208123331A</guid></item><item><title>Updated Wiki: FAQ</title><link>http://xnanimation.codeplex.com/wikipage?title=FAQ&amp;version=14</link><description>&lt;div class="wikidoc"&gt;&lt;h1&gt;FAQ &lt;a name="faq"&gt;&lt;/a&gt;&lt;/h1&gt;&lt;h2&gt;General&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q1"&gt;How can I use XNAnimation&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q2"&gt;What types of animation are supported&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q3"&gt;What file formats are supported&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q4"&gt;Does XNAnimation supports Windows and Xbox 360 platforms&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;h2&gt;Digital Content Creation Tools&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q5"&gt;How can I export my model and animations&amp;#63; What exporter should I use&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q6"&gt;How can I export more than one animation take&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q7"&gt;Can I use Biped instead of bones&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q8"&gt;Can I use inverse kinematics &amp;#40;IK&amp;#41; tools to animate my model&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;h2&gt;XNAnimation Features&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q9"&gt;Does XNAnimation supports characters with more than 80 bones&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q10"&gt;Does XNAnimation supports Animation Blending&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q11"&gt;How can I split an animation clip &amp;#40;or animation take&amp;#41;&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q12"&gt;How can I use my own effect instead of the SkinnedModelBasicEffect&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;h2&gt;Problems&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q13"&gt;Why there&amp;#39;s not a XNAnimationPipeline assembly for Xbox 360&amp;#63; &amp;#47; Why I can&amp;#39;t find the XNAnimationPipeline assembly inside of the Xbox 360 folder&amp;#63;&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Why my animation is showing/playing wrong?&lt;/b&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Error: &amp;quot;Both a valid vertex shader and pixel shader (or valid effect) must be set on the device ...&amp;quot;&lt;/b&gt;&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;General&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;How can I use XNAnimation?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q1"&gt;&lt;/a&gt; 
&lt;ul&gt;&lt;li&gt;The XNAnimation library is composed by two assemblies: XNAnimation and XNAnimationPipeline. You should add a reference for the XNAnimationPipeline assembly from your Content project (nested inside of your main game project), and choose the &amp;quot;Model - XNAnimation&amp;quot; as the content processor for all your models. You should also add a reference for the XNAnimation assembly from your game project, and use the &lt;i&gt;SkinnedModel&lt;/i&gt; and &lt;i&gt;AnimationController&lt;/i&gt; classes to playback your animation at runtime.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;What types of animation are supported?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q2"&gt;&lt;/a&gt; 
&lt;ul&gt;&lt;li&gt;Currently, it only supports skeletal animations (skinned models).&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;What file formats are supported?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q3"&gt;&lt;/a&gt;
&lt;ul&gt;&lt;li&gt;Currently, .X (DirectX) and .FBX (Autodesk) formats are supported. However, because XNAnimation works as a Model Processor it can handle any model imported by the XNA Content Pipeline. Thus, you can create a model importer for any file format that you want.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Does XNAnimation supports Windows and Xbox 360 platforms?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q4"&gt;&lt;/a&gt;
&lt;ul&gt;&lt;li&gt;Yes! The XNAnimation package contains compiled assemblies (DLLs) for Windows and Xbox 360. Note that the XNAnimationPipeline assembly is for Windows only.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;h2&gt;Digital Content Creation Tools&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;How can I export my model and animations? What exporter should I use?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q5"&gt;&lt;/a&gt;
&lt;ul&gt;&lt;li&gt;As previously said, you can use X and FBX formats for exporting, as long as they are properly rigged and have keyframes. If your are using 3DS Max, you can use the default exporter for FBX format, and &lt;a href="http://www.andytather.co.uk/Panda/directxmax_downloads.aspx" class="externalLink"&gt;Panda&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; or &lt;a href="http://www.kwxport.org/" class="externalLink"&gt;kW X-port&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; for X.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;How can I export more than one animation take?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q6"&gt;&lt;/a&gt;
&lt;ul&gt;&lt;li&gt;Exporters can only manage one take, so you must divide the full animation using a XML file (property &lt;i&gt;Split Animation Filename&lt;/i&gt; of your model in the Content pipeline).&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Can I use Biped instead of bones?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q7"&gt;&lt;/a&gt;
&lt;ul&gt;&lt;li&gt;Of course! Bipeds are automatically converted to bones upon exporting, and makes animating organic characters easier.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Can I use inverse kinematics (IK) tools to animate my model?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q8"&gt;&lt;/a&gt;
&lt;ul&gt;&lt;li&gt;As long as they are finally baked into a keyframe-based animation, you are free to use any animation technique you want.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;h2&gt;XNAnimation Features&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;Does XNAnimation supports characters with more than 80 bones?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q9"&gt;&lt;/a&gt;
&lt;ul&gt;&lt;li&gt;Sadly, that&amp;#39;s the upper limit supported for the SM3.0 shaders. But you can divide your model in independent submodels and attach one to another; an example of this will be added shortly.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Does XNAnimation supports Animation Blending?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q10"&gt;&lt;/a&gt;
&lt;ul&gt;&lt;li&gt;Currently animation blending isn&amp;#39;t supported. This will be added in a future release.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;How can I split an animation clip (or animation take)?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q11"&gt;&lt;/a&gt;
&lt;ul&gt;&lt;li&gt;Check the EnemyBeast model of the XNAnimationSample project. It uses a XML file to split a full-length take into various animations.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;How can I use my own effect instead of the SkinnedModelBasicEffect?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q12"&gt;&lt;/a&gt;
&lt;ul&gt;&lt;li&gt;Yes, you can use it. Just modify the &lt;i&gt;SkinnedModelEffect.fx&lt;/i&gt; effect of the XNAnimation project. The custom build step will do all the processing to embed it in the &lt;i&gt;XNAnimation.dll&lt;/i&gt; library.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;h2&gt;Problems&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;Why there&amp;#39;s not a XNAnimationPipeline assembly for Xbox 360? / Why I can&amp;#39;t find the XNAnimationPipeline assembly inside of the Xbox 360 folder?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q13"&gt;&lt;/a&gt;
&lt;ul&gt;&lt;li&gt;Even if your target platform is the Xbox 360, all your game assets are processed on the Windows platform. Thus, the XNAnimationPipeline assembly is for Windows only.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>r2d2rigo</author><pubDate>Mon, 08 Feb 2010 00:30:32 GMT</pubDate><guid isPermaLink="false">Updated Wiki: FAQ 20100208123032A</guid></item><item><title>Updated Wiki: Home</title><link>http://xnanimation.codeplex.com/wikipage?version=15</link><description>&lt;div class="wikidoc"&gt;&lt;h1&gt;Introduction&lt;/h1&gt;XNAnimation is a skeletal animation library for XNA. This library allows developers to easly manipulate, playback, interpolate and blend animations.&lt;br /&gt;As of February 2010, development on XNAnimation has been continued.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://xnanimation.codeplex.com/documentation?referringTitle=Home"&gt;Documentation&lt;/a&gt; : &lt;a href="http://xnanimation.codeplex.com/wikipage?title=FAQ&amp;referringTitle=Home"&gt;FAQ&lt;/a&gt; : &lt;a href="http://xnanimation.codeplex.com/wikipage?title=Acknowledment&amp;referringTitle=Home"&gt;Acknowledment&lt;/a&gt; : &lt;a href="http://xnanimation.codeplex.com/wikipage?title=About%20Me&amp;referringTitle=Home"&gt;About Me&lt;/a&gt;
&lt;h1&gt;Main Features&lt;/h1&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;General&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Easy to use. 
&lt;ul&gt;&lt;li&gt;Provides classes to handle skinned models, skeletons, animations clips, keyframes and poses.&lt;/li&gt;
&lt;li&gt;Provides controllers to handle animation playback.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;High performance.
&lt;ul&gt;&lt;li&gt;Animation interpolation and blending made on the CPU.&lt;/li&gt;
&lt;li&gt;Model skinning made on the GPU.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;Low memory footprint.
&lt;ul&gt;&lt;li&gt;Stores keyframe translation, orientation, and scale decomposed.&lt;/li&gt;
&lt;li&gt;Shares skeletons, animations and meshes resources.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;Supports Windows and Xbox platforms.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Animation playback&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Plays animations forward and backward.&lt;/li&gt;
&lt;li&gt;Constrols animation speed and looping.&lt;/li&gt;
&lt;li&gt;Supports models with up to 80 bones&lt;/li&gt;
&lt;li&gt;Supports linear, cubic and spherical keyframe interpolation.
&lt;ul&gt;&lt;li&gt;Stores keyframe translation, orientation, and scale decomposed&lt;/li&gt;
&lt;li&gt;Interpolates translation, orientation and scale separately for best interpolation.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Animation blending&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Supports cross fade between animation clips.
&lt;ul&gt;&lt;li&gt;Allows smooth transitions between animations.&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Material system&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Supports multiple point light sources (up to eight) with light attenuation.&lt;/li&gt;
&lt;li&gt;Supports materials with emissive, diffuse and specular properties.&lt;/li&gt;
&lt;li&gt;Supports Diffuse, Normal and Specular textures.&lt;/li&gt;
&lt;li&gt;Reports vertex and pixel shader profiles used&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;XNAnimation Model Processor&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Splits any animation into a new set of animations (based on time or keyframe)&lt;/li&gt;
&lt;li&gt;Transforms the entire scene using rotation or scale&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;

&lt;h1&gt;Videos&lt;/h1&gt;&lt;div class="video" style="text-align:Center"&gt;&lt;span class="player"&gt;&lt;object height="285px" width="320px"&gt;&lt;param name="movie" value="http://www.youtube.com/v/77wfrXvOkIQ"&gt;&lt;/param&gt;&lt;param name="wmode" value="transparent"&gt;&lt;/param&gt;&lt;embed height="285px" width="320px" type="application/x-shockwave-flash" wmode="transparent" src="http://www.youtube.com/v/77wfrXvOkIQ" /&gt;&lt;/object&gt;&lt;/span&gt;&lt;br /&gt;&lt;span class="external"&gt;&lt;a href="http://www.youtube.com/watch?v=77wfrXvOkIQ" target="_blank"&gt;Launch in another window&lt;/a&gt;&lt;/span&gt;&lt;/div&gt;&lt;br /&gt;
&lt;h1&gt;Links to Resources&lt;/h1&gt;Comming Soon&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>r2d2rigo</author><pubDate>Fri, 05 Feb 2010 13:04:33 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20100205010433P</guid></item><item><title>Updated Wiki: FAQ</title><link>http://www.codeplex.com/xnanimation/Wiki/View.aspx?title=FAQ&amp;version=13</link><description>&lt;div class="wikidoc"&gt;
&lt;h1&gt;
FAQ &lt;a name="faq"&gt;&lt;/a&gt;
&lt;/h1&gt;&lt;h2&gt;
General
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q1"&gt;How can I use XNAnimation?&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q2"&gt;What types of animation are supported?&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q3"&gt;What file formats are supported?&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q4"&gt;Does XNAnimation supports Windows and Xbox 360 platforms?&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q5"&gt;Does XNAnimation supports XNA CTP 3?&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;/ul&gt;&lt;h2&gt;
Digital Content Creation Tools (soon)
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;How can I export my model and animations? What exporter should I use?&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;How can I export more than one animation take?&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;Can I use Biped instead of bones?&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;Can I use inverse kinematics (IK) tools to animate my model?&lt;/b&gt;&lt;/li&gt;
&lt;/ul&gt;&lt;h2&gt;
XNAnimation Features (soon)
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;Does XNAnimation supports characters with more than 80 bones?&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;Does XNAnimation supports Animation Blending?&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;How can I split an animation clip (or animation take)?&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;How can I use my own effect instead of the SkinnedModelBasicEffect?&lt;/b&gt;&lt;/li&gt;
&lt;/ul&gt;&lt;h2&gt;
Problems
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q6"&gt;Why there's not a XNAnimationPipeline assembly for Xbox 360?&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q6"&gt;Why I can't find the XNAnimationPipeline assembly inside of the Xbox 360 folder?&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;Why my animation is showing/playing wrong?&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;Error: &amp;quot;Both a valid vertex shader and pixel shader (or valid effect) must be set on the device ...&amp;quot;&lt;/b&gt;&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;h2&gt;
General
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;How can I use XNAnimation?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q1"&gt;&lt;/a&gt; &lt;/li&gt;&lt;ul&gt;
&lt;li&gt;The XNAnimation library is composed by two assemblies: XNAnimation and XNAnimationPipeline. You should add a reference for the XNAnimationPipeline assembly from your Content project (nested inside of your main game project), and choose the &amp;quot;Model - XNAnimation&amp;quot; as the content processor for all your models. You should also add a reference for the XNAnimation assembly from your game project, and use the &lt;i&gt;SkinnedModel&lt;/i&gt; and &lt;i&gt;AnimationController&lt;/i&gt; classes to playback your animation at runtime.&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;&lt;b&gt;What types of animation are supported?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q2"&gt;&lt;/a&gt; &lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Currently, it only supports skeletal animations (skinned models).&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;&lt;b&gt;What file formats are supported?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q3"&gt;&lt;/a&gt;&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Currently, .X (DirectX) and .FBX (Autodesk) formats are supported. However, because XNAnimation works as a Model Processor it can handle any model imported by the XNA Content Pipeline. Thus, you can create a model importer for any file format that you want.&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;&lt;b&gt;Does XNAnimation supports Windows and Xbox 360 platforms?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q4"&gt;&lt;/a&gt;&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Yes! The XNAnimation package contains compiled assemblies (DLLs) for Windows and Xbox 360. Note that the XNAnimationPipeline assembly is for Windows only.&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;&lt;b&gt;Does XNAnimation supports XNA CTP 3?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q5"&gt;&lt;/a&gt;&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;The short answer is No. However, you can download the XNAnimation source code and try to recompile it with the XNA CTP 3.0. The XNA 3.0 will be supported on its final release.&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;&lt;h2&gt;
Problems
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;Why there's not a XNAnimationPipeline assembly for Xbox 360? / Why I can't find the XNAnimationPipeline assembly inside of the Xbox 360 folder?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q6"&gt;&lt;/a&gt;&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Even if your target platform is the Xbox 360, all your game assets are processed on the Windows platform. Thus, the XNAnimationPipeline assembly is for Windows only.&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;
&lt;/div&gt;</description><author>bpevangelista</author><pubDate>Tue, 22 Jul 2008 19:34:21 GMT</pubDate><guid isPermaLink="false">Updated Wiki: FAQ 20080722073421P</guid></item><item><title>Updated Wiki: FAQ</title><link>http://www.codeplex.com/xnanimation/Wiki/View.aspx?title=FAQ&amp;version=12</link><description>&lt;div class="wikidoc"&gt;
&lt;h1&gt;
FAQ &lt;a name="faq"&gt;&lt;/a&gt;
&lt;/h1&gt;&lt;h2&gt;
General
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q1"&gt;How can I use XNAnimation?&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q2"&gt;What types of animation are supported?&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q3"&gt;What file formats are supported?&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q4"&gt;Does XNAnimation supports Windows and Xbox 360 platforms?&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q5"&gt;Does XNAnimation supports XNA CTP 3?&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;/ul&gt;&lt;h2&gt;
Digital Content Creation Tools (soon)
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;How can I export my model and animations? What exporter should I use?&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;How can I export more than one animation take?&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;Can I use Biped instead of bones?&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;Can I use inverse kinematics (IK) tools to animate my model?&lt;/b&gt;&lt;/li&gt;
&lt;/ul&gt;&lt;h2&gt;
XNAnimation Features (soon)
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;Does XNAnimation supports characters with mode than 80 bones?&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;Does XNAnimation supports Animation Blending?&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;How can I split an animation clip (or animation take)?&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;How can I use my own effect instead of the SkinnedModelBasicEffect?&lt;/b&gt;&lt;/li&gt;
&lt;/ul&gt;&lt;h2&gt;
Problems
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q6"&gt;Why there's not a XNAnimationPipeline assembly for Xbox 360?&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q6"&gt;Why I can't find the XNAnimationPipeline assembly inside of the Xbox 360 folder?&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;Why my animation is showing/playing wrong?&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;Error: &amp;quot;Both a valid vertex shader and pixel shader (or valid effect) must be set on the device ...&amp;quot;&lt;/b&gt;&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;h2&gt;
General
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;How can I use XNAnimation?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q1"&gt;&lt;/a&gt; &lt;/li&gt;&lt;ul&gt;
&lt;li&gt;The XNAnimation library is composed by two assemblies: XNAnimation and XNAnimationPipeline. You should add a reference for the XNAnimationPipeline assembly from your Content project (nested inside of your main game project), and choose the &amp;quot;Model - XNAnimation&amp;quot; as the content processor for all your models. You should also add a reference for the XNAnimation assembly from your game project, and use the &lt;i&gt;SkinnedModel&lt;/i&gt; and &lt;i&gt;AnimationController&lt;/i&gt; classes to playback your animation at runtime.&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;&lt;b&gt;What types of animation are supported?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q2"&gt;&lt;/a&gt; &lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Currently, it only supports skeletal animations (skinned models).&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;&lt;b&gt;What file formats are supported?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q3"&gt;&lt;/a&gt;&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Currently, .X (DirectX) and .FBX (Autodesk) formats are supported. However, because XNAnimation works as a Model Processor it can handle any model imported by the XNA Content Pipeline. Thus, you can create a model importer for any file format that you want.&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;&lt;b&gt;Does XNAnimation supports Windows and Xbox 360 platforms?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q4"&gt;&lt;/a&gt;&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Yes! The XNAnimation package contains compiled assemblies (DLLs) for Windows and Xbox 360. Note that the XNAnimationPipeline assembly is for Windows only.&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;&lt;b&gt;Does XNAnimation supports XNA CTP 3?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q5"&gt;&lt;/a&gt;&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;The short answer is No. However, you can download the XNAnimation source code and try to recompile it with the XNA CTP 3.0. The XNA 3.0 will be supported on its final release.&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;&lt;h2&gt;
Problems
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;Why there's not a XNAnimationPipeline assembly for Xbox 360? / Why I can't find the XNAnimationPipeline assembly inside of the Xbox 360 folder?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q6"&gt;&lt;/a&gt;&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Even if your target platform is the Xbox 360, all your game assets are processed on the Windows platform. Thus, the XNAnimationPipeline assembly is for Windows only.&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;
&lt;/div&gt;</description><author>bpevangelista</author><pubDate>Tue, 22 Jul 2008 18:14:41 GMT</pubDate><guid isPermaLink="false">Updated Wiki: FAQ 20080722061441P</guid></item><item><title>Updated Wiki: FAQ</title><link>http://www.codeplex.com/xnanimation/Wiki/View.aspx?title=FAQ&amp;version=11</link><description>&lt;div class="wikidoc"&gt;
&lt;h1&gt;
FAQ &lt;a name="faq"&gt;&lt;/a&gt;
&lt;/h1&gt;&lt;h2&gt;
General
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q1"&gt;How can I use XNAnimation?&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q2"&gt;What types of animation are supported?&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q3"&gt;What file formats are supported?&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q4"&gt;Does XNAnimation supports Windows and Xbox 360 platforms?&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q5"&gt;Does XNAnimation supports XNA CTP 3?&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;/ul&gt;&lt;h2&gt;
Digital Content Creation Tools (soon)
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;How can I export my model and animations? What exporter should I use?&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;How can I export more than one animation take?&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;Can I use Biped instead of bones?&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;Can I use inverse kinematics (IK) tools to animate my model?&lt;/b&gt;&lt;/li&gt;
&lt;/ul&gt;&lt;h2&gt;
XNAnimation Features (soon)
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;Does XNAnimation supports Animation Blending?&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;How can I split an animation clip (or animation take)?&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;How can I use my own effect instead of the SkinnedModelBasicEffect?&lt;/b&gt;&lt;/li&gt;
&lt;/ul&gt;&lt;h2&gt;
Problems
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q6"&gt;Why there's not a XNAnimationPipeline assembly for Xbox 360?&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q6"&gt;Why I can't find the XNAnimationPipeline assembly inside of the Xbox 360 folder?&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;Why my animation is showing/playing wrong?&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;Error: &amp;quot;Both a valid vertex shader and pixel shader (or valid effect) must be set on the device ...&amp;quot;&lt;/b&gt;&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;h2&gt;
General
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;How can I use XNAnimation?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q1"&gt;&lt;/a&gt; &lt;/li&gt;&lt;ul&gt;
&lt;li&gt;The XNAnimation library is composed by two assemblies: XNAnimation and XNAnimationPipeline. You should add a reference for the XNAnimationPipeline assembly from your Content project (nested inside of your main game project), and choose the &amp;quot;Model - XNAnimation&amp;quot; as the content processor for all your models. You should also add a reference for the XNAnimation assembly from your game project, and use the &lt;i&gt;SkinnedModel&lt;/i&gt; and &lt;i&gt;AnimationController&lt;/i&gt; classes to playback your animation at runtime.&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;&lt;b&gt;What types of animation are supported?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q2"&gt;&lt;/a&gt; &lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Currently, it only supports skeletal animations (skinned models).&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;&lt;b&gt;What file formats are supported?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q3"&gt;&lt;/a&gt;&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Currently, .X (DirectX) and .FBX (Autodesk) formats are supported. However, because XNAnimation works as a Model Processor it can handle any model imported by the XNA Content Pipeline. Thus, you can create a model importer for any file format that you want.&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;&lt;b&gt;Does XNAnimation supports Windows and Xbox 360 platforms?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q4"&gt;&lt;/a&gt;&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Yes! The XNAnimation package contains compiled assemblies (DLLs) for Windows and Xbox 360. Note that the XNAnimationPipeline assembly is for Windows only.&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;&lt;b&gt;Does XNAnimation supports XNA CTP 3?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q5"&gt;&lt;/a&gt;&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;The short answer is No. However, you can download the XNAnimation source code and try to recompile it with the XNA CTP 3.0. The XNA 3.0 will be supported on its final release.&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;&lt;h2&gt;
Problems
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;Why there's not a XNAnimationPipeline assembly for Xbox 360? / Why I can't find the XNAnimationPipeline assembly inside of the Xbox 360 folder?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q6"&gt;&lt;/a&gt;&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Even if your target platform is the Xbox 360, all your game assets are processed on the Windows platform. Thus, the XNAnimationPipeline assembly is for Windows only.&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;
&lt;/div&gt;</description><author>bpevangelista</author><pubDate>Mon, 21 Jul 2008 17:20:02 GMT</pubDate><guid isPermaLink="false">Updated Wiki: FAQ 20080721052002P</guid></item><item><title>Updated Wiki: Acknowledment</title><link>http://www.codeplex.com/xnanimation/Wiki/View.aspx?title=Acknowledment&amp;version=8</link><description>&lt;div class="wikidoc"&gt;
&lt;h1&gt;
Acknowledgments
&lt;/h1&gt;&lt;h3&gt;
Alexandre Ribeiro and Luiz Fernando Ribeiro (VorteX)
&lt;/h3&gt;Alexandre and Luiz helped me testing and documenting some parts of the library.&lt;br /&gt;&lt;h3&gt;
Carlos Augusto - &lt;a href="http://www.floatbox.com.br/" class="externalLink"&gt;FloatBox &lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;
&lt;/h3&gt;Carlos has contributed with assets (models and textures) for the project since it was started. He is the artist behind the Marine model, used in many samples.&lt;br /&gt;&lt;h3&gt;
Leonardo Harantes
&lt;/h3&gt;Leonardo has contributed with assets (models) for the project that were used for testing some features.&lt;br /&gt;
&lt;/div&gt;</description><author>bpevangelista</author><pubDate>Sun, 20 Jul 2008 19:39:18 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Acknowledment 20080720073918P</guid></item><item><title>Updated Wiki: Acknowledment</title><link>http://www.codeplex.com/xnanimation/Wiki/View.aspx?title=Acknowledment&amp;version=7</link><description>&lt;div class="wikidoc"&gt;
&lt;h1&gt;
Acknowledgments
&lt;/h1&gt; &lt;br /&gt;&lt;h3&gt;
Alexandre Ribeiro and Luiz Fernando Ribeiro (VorteX)
&lt;/h3&gt;Alexandre and Luiz helped me testing and documenting some parts of the library.&lt;br /&gt; &lt;br /&gt;&lt;h3&gt;
Carlos Augusto (FloatBox)
&lt;/h3&gt;&lt;a href="http://www.floatbox.com.br/" class="externalLink"&gt;HomePage (Portuguese)&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;Carlos has contributed with assets (models and textures) for the project since it was started. He is the artist behind the Marine model, used in many samples.&lt;br /&gt; &lt;br /&gt;&lt;h3&gt;
Leonardo Harantes
&lt;/h3&gt;Leonardo has contributed with assets (models) for the project that were used for testing some features.&lt;br /&gt;
&lt;/div&gt;</description><author>bpevangelista</author><pubDate>Sun, 20 Jul 2008 19:37:22 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Acknowledment 20080720073722P</guid></item><item><title>Updated Wiki: FAQ</title><link>http://www.codeplex.com/xnanimation/Wiki/View.aspx?title=FAQ&amp;version=10</link><description>&lt;div class="wikidoc"&gt;
&lt;h1&gt;
FAQ &lt;a name="faq"&gt;&lt;/a&gt;
&lt;/h1&gt;&lt;h2&gt;
General
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q1"&gt;How can I use XNAnimation?&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q2"&gt;What types of animation are supported?&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q3"&gt;What file formats are supported?&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q4"&gt;Does XNAnimation supports Windows and Xbox 360 platforms?&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q5"&gt;Does XNAnimation supports XNA CTP 3?&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;/ul&gt;&lt;h2&gt;
Digital Content Creation Tools (soon)
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;How can I export my model and animations? What exporter should I use?&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;How can I export more than one animation take?&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;Can I use Biped instead of bones?&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;Can I use inverse kinematics (IK) tools to animate my model?&lt;/b&gt;&lt;/li&gt;
&lt;/ul&gt;&lt;h2&gt;
XNAnimation Features (soon)
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;Does XNAnimation supports Animation Blending?&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;How can I split an animation clip (or animation take)?&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;How can I use my own effect instead of the SkinnedModelBasicEffect?&lt;/b&gt;&lt;/li&gt;
&lt;/ul&gt;&lt;h2&gt;
Problems
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q6"&gt;Why there's not a XNAnimationPipeline assembly for Xbox 360?&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q6"&gt;Why I can't find the XNAnimationPipeline assembly inside of the Xbox 360 folder?&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;Why my animation is showing/playing wrong?&lt;/b&gt;&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;h2&gt;
General
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;How can I use XNAnimation?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q1"&gt;&lt;/a&gt; &lt;/li&gt;&lt;ul&gt;
&lt;li&gt;The XNAnimation library is composed by two assemblies: XNAnimation and XNAnimationPipeline. You should add a reference for the XNAnimationPipeline assembly from your Content project (nested inside of your main game project), and choose the &amp;quot;Model - XNAnimation&amp;quot; as the content processor for all your models. You should also add a reference for the XNAnimation assembly from your game project, and use the &lt;i&gt;SkinnedModel&lt;/i&gt; and &lt;i&gt;AnimationController&lt;/i&gt; classes to playback your animation at runtime.&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;&lt;b&gt;What types of animation are supported?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q2"&gt;&lt;/a&gt; &lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Currently, it only supports skeletal animations (skinned models).&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;&lt;b&gt;What file formats are supported?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q3"&gt;&lt;/a&gt;&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Currently, .X (DirectX) and .FBX (Autodesk) formats are supported. However, because XNAnimation works as a Model Processor it can handle any model imported by the XNA Content Pipeline. Thus, you can create a model importer for any file format that you want.&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;&lt;b&gt;Does XNAnimation supports Windows and Xbox 360 platforms?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q4"&gt;&lt;/a&gt;&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Yes! The XNAnimation package contains compiled assemblies (DLLs) for Windows and Xbox 360. Note that the XNAnimationPipeline assembly is for Windows only.&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;&lt;b&gt;Does XNAnimation supports XNA CTP 3?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q5"&gt;&lt;/a&gt;&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;The short answer is No. However, you can download the XNAnimation source code and try to recompile it with the XNA CTP 3.0. The XNA 3.0 will be supported on its final release.&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;&lt;h2&gt;
Problems
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;Why there's not a XNAnimationPipeline assembly for Xbox 360? / Why I can't find the XNAnimationPipeline assembly inside of the Xbox 360 folder?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q6"&gt;&lt;/a&gt;&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Even if your target platform is the Xbox 360, all your game assets are processed on the Windows platform. Thus, the XNAnimationPipeline assembly is for Windows only.&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;
&lt;/div&gt;</description><author>bpevangelista</author><pubDate>Sun, 20 Jul 2008 19:28:10 GMT</pubDate><guid isPermaLink="false">Updated Wiki: FAQ 20080720072810P</guid></item><item><title>Updated Wiki: FAQ</title><link>http://www.codeplex.com/xnanimation/Wiki/View.aspx?title=FAQ&amp;version=9</link><description>&lt;div class="wikidoc"&gt;
&lt;h1&gt;
FAQ &lt;a name="faq"&gt;&lt;/a&gt;
&lt;/h1&gt;&lt;h2&gt;
General
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q1"&gt;How can I use XNAnimation?&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q2"&gt;What types of animation are supported?&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q3"&gt;What file formats are supported?&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q4"&gt;Does XNAnimation supports Windows and Xbox 360 platforms?&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q5"&gt;Does XNAnimation supports XNA CTP 3?&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;/ul&gt;&lt;h2&gt;
Problems
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q6"&gt;Why there's not a XNAnimationPipeline assembly for Xbox 360?&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q6"&gt;Why I can't find the XNAnimationPipeline assembly inside of the Xbox 360 folder?&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;h2&gt;
General
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;How can I use XNAnimation?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q1"&gt;&lt;/a&gt; &lt;/li&gt;&lt;ul&gt;
&lt;li&gt;The XNAnimation library is composed by two assemblies: XNAnimation and XNAnimationPipeline. You should add a reference for the XNAnimationPipeline assembly from your Content project (nested inside of your main game project), and choose the &amp;quot;Model - XNAnimation&amp;quot; as the content processor for all your models. You should also add a reference for the XNAnimation assembly from your game project, and use the &lt;i&gt;SkinnedModel&lt;/i&gt; and &lt;i&gt;AnimationController&lt;/i&gt; classes to playback your animation at runtime.&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;&lt;b&gt;What types of animation are supported?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q2"&gt;&lt;/a&gt; &lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Currently, it only supports skeletal animations (skinned models).&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;&lt;b&gt;What file formats are supported?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q3"&gt;&lt;/a&gt;&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Currently, .X (DirectX) and .FBX (Autodesk) formats are supported. However, because XNAnimation works as a Model Processor it can handle any model imported by the XNA Content Pipeline. Thus, you can create a model importer for any file format that you want.&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;&lt;b&gt;Does XNAnimation supports Windows and Xbox 360 platforms?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q4"&gt;&lt;/a&gt;&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Yes! The XNAnimation package contains compiled assemblies (DLLs) for Windows and Xbox 360. Note that the XNAnimationPipeline assembly is for Windows only.&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;&lt;b&gt;Does XNAnimation supports XNA CTP 3?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q5"&gt;&lt;/a&gt;&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;The short answer is No. However, you can download the XNAnimation source code and try to recompile it with the XNA CTP 3.0. The XNA 3.0 will be supported on its final release.&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;&lt;h2&gt;
Problems
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;Why there's not a XNAnimationPipeline assembly for Xbox 360? / Why I can't find the XNAnimationPipeline assembly inside of the Xbox 360 folder?&lt;/b&gt; &lt;a href="#faq"&gt;Top&lt;/a&gt; &lt;a name="q6"&gt;&lt;/a&gt;&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Even if your target platform is the Xbox 360, all your game assets are processed on the Windows platform. Thus, the XNAnimationPipeline assembly is for Windows only.&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;
&lt;/div&gt;</description><author>bpevangelista</author><pubDate>Sun, 20 Jul 2008 18:37:55 GMT</pubDate><guid isPermaLink="false">Updated Wiki: FAQ 20080720063755P</guid></item><item><title>Updated Wiki: FAQ</title><link>http://www.codeplex.com/xnanimation/Wiki/View.aspx?title=FAQ&amp;version=8</link><description>&lt;div class="wikidoc"&gt;
&lt;h1&gt;
FAQ
&lt;/h1&gt;&lt;h2&gt;
General
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q1"&gt;How can I use XNAnimation?&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q2"&gt;What types of animation are supported?&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q3"&gt;What file formats are supported?&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q4"&gt;Does XNAnimation supports Windows and Xbox 360 platforms?&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q5"&gt;Does XNAnimation supports XNA CTP 3?&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;/ul&gt;&lt;h2&gt;
Problems
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q6"&gt;Why there's not a XNAnimationPipeline assembly for Xbox 360?&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q6"&gt;Why I can't find the XNAnimationPipeline assembly inside of the Xbox 360 folder?&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;h2&gt;
General
&lt;/h2&gt;&lt;a name="q1"&gt;&lt;/a&gt; * &lt;b&gt;How can I use XNAnimation?&lt;/b&gt;&lt;br /&gt;&lt;ul&gt;
&lt;ul&gt;
&lt;li&gt;The XNAnimation library is composed by two assemblies: XNAnimation and XNAnimationPipeline. You should add a reference for the XNAnimationPipeline assembly from your Content project (nested inside of your main game project), and choose the &amp;quot;Model - XNAnimation&amp;quot; as the content processor for all your models. You should also add a reference for the XNAnimation assembly from your game project, and use the &lt;i&gt;SkinnedModel&lt;/i&gt; and &lt;i&gt;AnimationController&lt;/i&gt; classes to playback your animation at runtime.&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;&lt;a name="q2"&gt;&lt;/a&gt; * &lt;b&gt;What types of animation are supported?&lt;/b&gt;&lt;br /&gt;&lt;ul&gt;
&lt;ul&gt;
&lt;li&gt;Currently, it only supports skeletal animations (skinned models).&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;&lt;a name="q3"&gt;&lt;/a&gt; * &lt;b&gt;What file formats are supported?&lt;/b&gt;&lt;br /&gt;&lt;ul&gt;
&lt;ul&gt;
&lt;li&gt;Currently, .X (DirectX) and .FBX (Autodesk) formats are supported. However, because XNAnimation works as a Model Processor it can handle any model imported by the XNA Content Pipeline. Thus, you can create a model importer for any file format that you want.&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;&lt;a name="q4"&gt;&lt;/a&gt; * &lt;b&gt;Does XNAnimation supports Windows and Xbox 360 platforms?&lt;/b&gt;&lt;br /&gt;&lt;ul&gt;
&lt;ul&gt;
&lt;li&gt;Yes! The XNAnimation package contains compiled assemblies (DLLs) for Windows and Xbox 360. Note that the XNAnimationPipeline assembly is for Windows only.&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;&lt;a name="q5"&gt;&lt;/a&gt;* &lt;b&gt;Does XNAnimation supports XNA CTP 3?&lt;/b&gt;&lt;br /&gt;&lt;ul&gt;
&lt;ul&gt;
&lt;li&gt;The short answer is No. However, you can download the XNAnimation source code and try to recompile it with the XNA CTP 3.0. The XNA 3.0 will be supported on its final release.&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;&lt;h2&gt;
Problems
&lt;/h2&gt;&lt;a name="q6"&gt;&lt;/a&gt;* &lt;b&gt;Why there's not a XNAnimationPipeline assembly for Xbox 360? / Why I can't find the XNAnimationPipeline assembly inside of the Xbox 360 folder?&lt;/b&gt;&lt;br /&gt;&lt;ul&gt;
&lt;ul&gt;
&lt;li&gt;Even if your target platform is the Xbox 360, all your game assets are processed on the Windows platform. Thus, the XNAnimationPipeline assembly is for Windows only.&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;
&lt;/div&gt;</description><author>bpevangelista</author><pubDate>Sun, 20 Jul 2008 18:32:12 GMT</pubDate><guid isPermaLink="false">Updated Wiki: FAQ 20080720063212P</guid></item><item><title>Updated Wiki: FAQ</title><link>http://www.codeplex.com/xnanimation/Wiki/View.aspx?title=FAQ&amp;version=7</link><description>&lt;div class="wikidoc"&gt;
&lt;h1&gt;
FAQ
&lt;/h1&gt; &lt;br /&gt;&lt;h2&gt;
General
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q1"&gt;How can I use XNAnimation?&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q2"&gt;What types of animation are supported?&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q3"&gt;What file formats are supported?&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q4"&gt;Does XNAnimation supports Windows and Xbox 360 platforms?&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q5"&gt;Does XNAnimation supports XNA CTP 3?&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;/ul&gt;&lt;h2&gt;
Problems
&lt;/h2&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="#q6"&gt;Why there's not a XNAnimationPipeline assembly for Xbox 360?&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;a href="#q6"&gt;Why I can't find the XNAnimationPipeline assembly inside of the Xbox 360 folder?&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;h2&gt;
General
&lt;/h2&gt;&lt;a name="q1"&gt;&lt;/a&gt; * &lt;b&gt;How can I use XNAnimation?&lt;/b&gt;&lt;br /&gt;&lt;ul&gt;
&lt;ul&gt;
&lt;li&gt;The XNAnimation library is composed by two assemblies: XNAnimation and XNAnimationPipeline. You should add a reference for the XNAnimationPipeline assembly from your Content project (nested inside of your main game project), and choose the &amp;quot;Model - XNAnimation&amp;quot; as the content processor for all your models. You should also add a reference for the XNAnimation assembly from your game project, and use the &lt;i&gt;SkinnedModel&lt;/i&gt; and &lt;i&gt;AnimationController&lt;/i&gt; classes to playback your animation at runtime.&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;&lt;a name="q2"&gt;&lt;/a&gt; * &lt;b&gt;What types of animation are supported?&lt;/b&gt;&lt;br /&gt;&lt;ul&gt;
&lt;ul&gt;
&lt;li&gt;Currently, it only supports skeletal animations (skinned models).&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;&lt;a name="q3"&gt;&lt;/a&gt; * &lt;b&gt;What file formats are supported?&lt;/b&gt;&lt;br /&gt;&lt;ul&gt;
&lt;ul&gt;
&lt;li&gt;Currently, .X (DirectX) and .FBX (Autodesk) formats are supported. However, because XNAnimation works as a Model Processor it can handle any model imported by the XNA Content Pipeline. Thus, you can create a model importer for any file format that you want.&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;&lt;a name="q4"&gt;&lt;/a&gt; * &lt;b&gt;Does XNAnimation supports Windows and Xbox 360 platforms?&lt;/b&gt;&lt;br /&gt;&lt;ul&gt;
&lt;ul&gt;
&lt;li&gt;Yes! The XNAnimation package contains compiled assemblies (DLLs) for Windows and Xbox 360. Note that the XNAnimationPipeline assembly is for Windows only.&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;&lt;a name="q5"&gt;&lt;/a&gt;* &lt;b&gt;Does XNAnimation supports XNA CTP 3?&lt;/b&gt;&lt;br /&gt;&lt;ul&gt;
&lt;ul&gt;
&lt;li&gt;The short answer is No. However, you can download the XNAnimation source code and try to recompile it with the XNA CTP 3.0. The XNA 3.0 will be supported on its final release.&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;&lt;h2&gt;
Problems
&lt;/h2&gt;&lt;a name="q6"&gt;&lt;/a&gt;* &lt;b&gt;Why there's not a XNAnimationPipeline assembly for Xbox 360? / Why I can't find the XNAnimationPipeline assembly inside of the Xbox 360 folder?&lt;/b&gt;&lt;br /&gt;&lt;ul&gt;
&lt;ul&gt;
&lt;li&gt;Even if your target platform is the Xbox 360, all your game assets are processed on the Windows platform. Thus, the XNAnimationPipeline assembly is for Windows only.&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;
&lt;/div&gt;</description><author>bpevangelista</author><pubDate>Sun, 20 Jul 2008 18:31:32 GMT</pubDate><guid isPermaLink="false">Updated Wiki: FAQ 20080720063132P</guid></item><item><title>Updated Wiki: FAQ</title><link>http://www.codeplex.com/xnanimation/Wiki/View.aspx?title=FAQ&amp;version=6</link><description>&lt;div class="wikidoc"&gt;
&lt;h1&gt;
FAQ
&lt;/h1&gt; &lt;br /&gt;&lt;a href="http://www.codeplex.com/xnanimation/Wiki/View.aspx?title=how&amp;amp;referringTitle=FAQ"&gt;how&lt;/a&gt;&lt;br /&gt; &lt;br /&gt;&lt;a name="how"&gt;&lt;/a&gt;&lt;br /&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;How can I use XNAnimation?&lt;/b&gt;&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;The XNAnimation library is composed by two assemblies: XNAnimation and XNAnimationPipeline. You should add a reference for the XNAnimationPipeline assembly from your Content project (nested inside of your main game project), and choose the &amp;quot;Model - XNAnimation&amp;quot; as the content processor for all your models. You should also add a reference for the XNAnimation assembly from your game project, and use the &lt;i&gt;SkinnedModel&lt;/i&gt; and &lt;i&gt;AnimationController&lt;/i&gt; classes to playback your animation at runtime.&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;&lt;b&gt;What types of animation are supported?&lt;/b&gt;&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Currently, it only supports skeletal animations (skinned models).&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;&lt;b&gt;Which file formats are supported?&lt;/b&gt;&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Currently, .X (DirectX) and .FBX (Autodesk) formats are supported. However, because XNAnimation works as a Model Processor it can handle any model imported by the XNA Content Pipeline. Thus, you can create a model importer for any file format that you want.&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;&lt;b&gt;Does XNAnimation supports Windows and Xbox 360 platforms?&lt;/b&gt;&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Yes! The XNAnimation package contains compiled assemblies (DLLs) for Windows and Xbox 360. Note that the XNAnimationPipeline assembly is for Windows only.&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;&lt;b&gt;Why there's not a XNAnimationPipeline assembly for Xbox 360? / Why I can't find the XNAnimationPipeline assembly inside of the Xbox 360 folder?&lt;/b&gt;&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Even if your target platform is the Xbox 360, all your game assets are processed on the Windows platform. Thus, the XNAnimationPipeline assembly is for Windows only.&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;&lt;b&gt;Does XNAnimation supports XNA CTP 3?&lt;/b&gt;&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;The short answer is No. However, you can download the XNAnimation source code and try to recompile it with the XNA CTP 3.0. The XNA 3.0 will be supported on its final release.&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;
&lt;/div&gt;</description><author>bpevangelista</author><pubDate>Sun, 20 Jul 2008 18:22:10 GMT</pubDate><guid isPermaLink="false">Updated Wiki: FAQ 20080720062210P</guid></item><item><title>Updated Wiki: FAQ</title><link>http://www.codeplex.com/xnanimation/Wiki/View.aspx?title=FAQ&amp;version=5</link><description>&lt;div class="wikidoc"&gt;
&lt;h1&gt;
FAQ
&lt;/h1&gt;&lt;ul&gt;
&lt;li&gt;&lt;b&gt;How can I use XNAnimation?&lt;/b&gt;&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;The XNAnimation library is composed by two assemblies: XNAnimation and XNAnimationPipeline. You should add a reference for the XNAnimationPipeline assembly from your Content project (nested inside of your main game project), and choose the &amp;quot;Model - XNAnimation&amp;quot; as the content processor for all your models. You should also add a reference for the XNAnimation assembly from your game project, and use the &lt;i&gt;SkinnedModel&lt;/i&gt; and &lt;i&gt;AnimationController&lt;/i&gt; classes to playback your animation at runtime.&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;&lt;b&gt;What types of animation are supported?&lt;/b&gt;&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Currently, it only supports skeletal animations (skinned models).&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;&lt;b&gt;Which file formats are supported?&lt;/b&gt;&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Currently, .X (DirectX) and .FBX (Autodesk) formats are supported. However, because XNAnimation works as a Model Processor it can handle any model imported by the XNA Content Pipeline. Thus, you can create a model importer for any file format that you want.&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;&lt;b&gt;Does XNAnimation supports Windows and Xbox 360 platforms?&lt;/b&gt;&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Yes! The XNAnimation package contains compiled assemblies (DLLs) for Windows and Xbox 360. Note that the XNAnimationPipeline assembly is for Windows only.&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;&lt;b&gt;Why there's not a XNAnimationPipeline assembly for Xbox 360? / Why I can't find the XNAnimationPipeline assembly inside of the Xbox 360 folder?&lt;/b&gt;&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;Even if your target platform is the Xbox 360, all your game assets are processed on the Windows platform. Thus, the XNAnimationPipeline assembly is for Windows only.&lt;/li&gt;
&lt;/ul&gt;&lt;li&gt;&lt;b&gt;Does XNAnimation supports XNA CTP 3?&lt;/b&gt;&lt;/li&gt;&lt;ul&gt;
&lt;li&gt;The short answer is No. However, you can download the XNAnimation source code and try to recompile it with the XNA CTP 3.0. The XNA 3.0 will be supported on its final release.&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;
&lt;/div&gt;</description><author>bpevangelista</author><pubDate>Sun, 20 Jul 2008 18:16:16 GMT</pubDate><guid isPermaLink="false">Updated Wiki: FAQ 20080720061616P</guid></item><item><title>Updated Wiki: FAQ</title><link>http://www.codeplex.com/xnanimation/Wiki/View.aspx?title=FAQ&amp;version=4</link><description>&lt;div class="wikidoc"&gt;
&lt;h1&gt;
FAQ
&lt;/h1&gt; &lt;br /&gt;
&lt;/div&gt;</description><author>bpevangelista</author><pubDate>Wed, 16 Jul 2008 21:56:50 GMT</pubDate><guid isPermaLink="false">Updated Wiki: FAQ 20080716095650P</guid></item></channel></rss>