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Skinned Animation


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#1 mrmohadnan   Members   -  Reputation: 224

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Posted 09 March 2013 - 11:14 AM

Hello , I am using skinned sample from microsoft , so I copy the skinned sample project and past it inside my physics engine , now any strategy for moving the charachter when the player press (w ) for example , while the physics stuff and collision is done , but I just need the steps to make the skinned sample charachter (.fbx model) move when player press ( w ) .


Edited by mrmohadnan, 09 March 2013 - 11:15 AM.


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#2 Steve_Segreto   Members   -  Reputation: 827

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Posted 09 March 2013 - 12:02 PM

Translate the skinned actor's world matrix (.41, .42, .43). You'll also probably need to apply a rotation in the world matrix to get them to turn around.



#3 mrmohadnan   Members   -  Reputation: 224

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Posted 09 March 2013 - 12:16 PM

@Steve_Segreto , thank you .

 

I have done it , but I have to apply it for all the model like this ! right ?

     // Calculate matrices based on the current animation position.
            Matrix headRotation = Matrix.CreateRotationX(CameraPitch * 0.5f);
            Matrix rightElboRotation = Matrix.CreateRotationX(CameraPitch * 0.3f);
.......................
            // Apply matrices to the relevant bones.
            _animator.BonePoses["head"].DefaultTransform = headRotation * _headTransform;
            _animator.BonePoses["relbo"].DefaultTransform = rightElboRotation * _rightElboTransform;
............................

Edited by mrmohadnan, 09 March 2013 - 12:17 PM.





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