FAQ

General

Digital Content Creation Tools

XNAnimation Features

Problems

General

  • How can I use XNAnimation? Top
    • 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 "Model - XNAnimation" 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 SkinnedModel and AnimationController classes to playback your animation at runtime.
  • What files do I need to use XNAnimation in my project? Top
    • If you want to use the XNAnimation functionality in your project, just download XNAnimation 0.7.0.0 BETA 3 libraries and add them to your project. The file XNAnimation 0.7.0.0 BETA 3 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 repository you can find the latest iteration of the source code.
  • What types of animation are supported? Top
    • Currently, it only supports skeletal animations (skinned models).
  • What file formats are supported? Top
    • 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.
  • What platforms does XNAnimation support? Top
    • XNAnimation supports Windows and Xbox 360, support for Windows Phone is being worked on. Note that the XNAnimationPipeline assembly is for Windows only.

Digital Content Creation Tools

  • How can I export my model and animations? What exporter should I use? Top
    • 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 Panda or kW X-port for X.
  • How can I export more than one animation take? Top
    • Exporters can only manage one take, so you must divide the full animation using a XML file (property Split Animation Filename of your model in the Content pipeline).
  • Can I use Biped instead of bones? Top
    • Of course! Bipeds are automatically converted to bones upon exporting, and makes animating organic characters easier.
  • Can I use inverse kinematics (IK) tools to animate my model? Top
    • As long as they are finally baked into a keyframe-based animation, you are free to use any animation technique you want.

XNAnimation Features

  • Does XNAnimation supports characters with more than 80 bones? Top
    • Sadly, that'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.
  • Does XNAnimation supports Animation Blending? Top
    • Currently animation blending isn't supported. This will be added in a future release.
  • How can I split an animation clip (or animation take)? Top
    • Check the EnemyBeast model of the XNAnimationSample project. It uses a XML file to split a full-length take into various animations.
  • How can I use my own effect instead of the SkinnedModelBasicEffect? Top
    • Yes, you can use it. Just modify the SkinnedModelEffect.fx effect of the XNAnimation project. The custom build step will do all the processing to embed it in the XNAnimation.dll library.

Problems

  • Why there's not a XNAnimationPipeline assembly for Xbox 360? / Why I can't find the XNAnimationPipeline assembly inside of the Xbox 360 folder? Top
    • 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.

Last edited Dec 8, 2010 at 5:26 PM by r2d2rigo, version 17

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