I've wrote some code for my game and made 3D model with animation. Because XNA 4.0 doesn't support .fbx with multiple animations I've generated 3 model files with different animations:
1. Start animation ( when you press arrow for the first time)
2. walk animation ( when you still hold it)
3. end animation ( when button is up)
And here comes my question. How to apply those 3 models to work with arrows. Now I'm using to render animations skinned_model_sample
file with model and animation names are identical.
I have also second question
/>/> How to get model position from or how to move this model? Now it's connected with camera coordinates but I'd rather prefer the model to have it's own coordinates and transform it independently from camera.
1. Start animation ( when you press arrow for the first time)
2. walk animation ( when you still hold it)
3. end animation ( when button is up)
And here comes my question. How to apply those 3 models to work with arrows. Now I'm using to render animations skinned_model_sample
protected override void LoadContent()
{
// Load the model.
currentModel = Content.Load<Model>("end_R");
// Look up our custom skinning information.
SkinningData skinningData = currentModel.Tag as SkinningData;
if (skinningData == null)
throw new InvalidOperationException
("This model does not contain a SkinningData tag.");
// Create an animation player, and start decoding an animation clip.
animationPlayer = new AnimationPlayer(skinningData);
AnimationClip clip = skinningData.AnimationClips["end_R"];
animationPlayer.StartClip(clip);
}
file with model and animation names are identical.
I have also second question