[.net] XNA Animated game character w/aiming
Hi!
I'm thinking about using bones/vertex skinning for my game models, but I need the upper part of the character to be able to rotate independent of the bottom part (without introducing gaps) so a model can walk in one direction while aiming in another direction. Is this possible/suitable to use the .X format for this? If not - are there any open formats you'd recommend for this? Do you have any links to a tutorial/source code examples on how to achieve this?
Thanks in advance!
The .fbx format which XNA supports is better suppoted by the modelling tools, so that'd be my preferred format for skeletal animations. If you have such a skeletal animation system set up, then you could set up the bones to have the character aim and the skeletal system/skinning would take care of the rest. It's not my cup of tea, but I think you're talking about inverse kinematics here, which is quite an advanced subject and probably very specific to your needs.
Combining this upperbody aiming with skeletal animations for the lower portion of your humanoid model is called animation blending. Google can probably turn up some decent tutorials about that one. Key is to note that both parts of this problems aren't solved by some model format, but mostly depend on your animation code.
Sorry if this isn't what you're after, but to my limited knowledge this is quite a vast field that's not easily covered by one tutorial [smile]
Combining this upperbody aiming with skeletal animations for the lower portion of your humanoid model is called animation blending. Google can probably turn up some decent tutorials about that one. Key is to note that both parts of this problems aren't solved by some model format, but mostly depend on your animation code.
Sorry if this isn't what you're after, but to my limited knowledge this is quite a vast field that's not easily covered by one tutorial [smile]
Thank's for the reply!
I'll certainly look into the .fbx format!
I haven't looked into these things in a while, so I actually forgot the fact that you can just make different bone animations for the different parts of the body and combine them with different weights ;) (btw I'm not looking for inverse kinematics since I know the angle in which the character aims)
I'll certainly look into the .fbx format!
I haven't looked into these things in a while, so I actually forgot the fact that you can just make different bone animations for the different parts of the body and combine them with different weights ;) (btw I'm not looking for inverse kinematics since I know the angle in which the character aims)
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