Can someone please tell me why I'm not able to move just the one bone called "MouthBone"? Nothings happening when I'm changing the value of "boneTestingY".
Here's the .cs code:
[Source]
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
namespace WindowsGame1
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
GraphicsDevice device;
SpriteBatch spriteBatch;
Effect effect;
Model model;
Texture2D modelTex;
Matrix worldMatrix;
Matrix viewMatrix;
Matrix projectionMatrix;
Matrix[] originalTransforms;
Vector3 lightDirection = new Vector3(0, 5, -5);
VertexDeclaration vertexDecl;
float modelRotation = 0.0f;
float boneTestingY = 0.0f;
float cameraZ = 0.0f;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
// TODO: Add your initialization logic here
graphics.PreferredBackBufferWidth = 800;
graphics.PreferredBackBufferHeight = 600;
graphics.IsFullScreen = false;
Window.Title = "BoneTesting";
graphics.ApplyChanges();
lightDirection.Normalize();
base.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
device = graphics.GraphicsDevice;
vertexDecl = new VertexDeclaration(device, VertexPositionNormalTexture.VertexElements);
effect = Content.Load<Effect>("effects");
model = Content.Load<Model>("testDude");
modelTex = Content.Load<Texture2D>("SkinTex");
foreach (ModelMesh mesh in model.Meshes)
{
foreach (ModelMeshPart meshPart in mesh.MeshParts)
{
meshPart.Effect = effect.Clone(device);
}
}
originalTransforms = new Matrix[model.Bones.Count];
for (int i = 0; i < model.Bones.Count; i++)
{
originalTransforms = model.Bones.Transform;
}
viewMatrix = Matrix.CreateLookAt(new Vector3(0, 10, cameraZ), new Vector3(0, 0, -30), new Vector3(0, 1, 0));
projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, device.Viewport.AspectRatio, 0.2f, 500.0f);
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (Keyboard.GetState().IsKeyDown(Keys.Left))
{
modelRotation -= 1.5f;
}
else if (Keyboard.GetState().IsKeyDown(Keys.Right))
{
modelRotation += 1.5f;
}
else if (Keyboard.GetState().IsKeyDown(Keys.Escape))
{
this.Exit();
}
else if (Keyboard.GetState().IsKeyDown(Keys.Up))
{
boneTestingY += 1.5f;
}
else if (Keyboard.GetState().IsKeyDown(Keys.Down))
{
boneTestingY -= 1.5f;
}
else if (Keyboard.GetState().IsKeyDown(Keys.S))
{
cameraZ -= 1.5f;
}
else if (Keyboard.GetState().IsKeyDown(Keys.W))
{
cameraZ += 1.5f;
}
// TODO: Add your update logic here
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
graphics.GraphicsDevice.Clear(Color.Black);
worldMatrix = Matrix.CreateRotationY(MathHelper.ToRadians(modelRotation)) * Matrix.CreateTranslation(new Vector3(0, 0, -50));
viewMatrix = Matrix.CreateLookAt(new Vector3(0, 10, cameraZ), new Vector3(0, 0, -30), new Vector3(0, 1, 0));
model.Bones["MainBone"].Transform = worldMatrix * originalTransforms[0];
model.Bones["MouthBone"].Transform = Matrix.CreateTranslation(new Vector3(0, boneTestingY, 0)) * originalTransforms[0];
Matrix[] modelTransforms = new Matrix[model.Bones.Count];
model.CopyAbsoluteBoneTransformsTo(modelTransforms);
foreach (ModelMesh mesh in model.Meshes)
{
foreach (Effect currentEffect in mesh.Effects)
{
currentEffect.CurrentTechnique = currentEffect.Techniques["Textured"];
currentEffect.Parameters["xTexture"].SetValue(modelTex);
currentEffect.Parameters["xEnableLighting"].SetValue(true);
currentEffect.Parameters["xLightDirection"].SetValue(lightDirection);
currentEffect.Parameters["xAmbient"].SetValue(0.5f);
currentEffect.Parameters["xWorld"].SetValue(modelTransforms[mesh.ParentBone.Index] * worldMatrix);
currentEffect.Parameters["xView"].SetValue(viewMatrix);
currentEffect.Parameters["Bones"].SetValue(modelTransforms);
currentEffect.Parameters["xProjection"].SetValue(projectionMatrix);
}
mesh.Draw();
}
base.Draw(gameTime);
}
}
}
[/Source]
And here's the shader (Started with Riemers basic shader, and edited it adding from SkinningSample):
[Source]
//------------------------------------------------------
//-- --
//-- www.riemers.net --
//-- Basic shaders --
//-- Use/modify as you like --
//-- --
//------------------------------------------------------
struct VertexToPixel
{
float4 Position : POSITION;
float4 Color : COLOR0;
float LightingFactor: TEXCOORD0;
float2 TextureCoords: TEXCOORD1;
};
struct VS_INPUT
{
float4 BoneIndices : BLENDINDICES0;
float4 BoneWeights : BLENDWEIGHT0;
};
struct PixelToFrame
{
float4 Color : COLOR0;
};
//------- XNA-to-HLSL variables --------
float4x4 xView;
float4x4 xProjection;
float4x4 xWorld;
float3 xLightDirection;
float xAmbient;
bool xEnableLighting;
bool xShowNormals;
float4x4 Bones[59];
//------- Texture Samplers --------
Texture xTexture;
sampler TextureSampler = sampler_state { texture = <xTexture>; magfilter = LINEAR; minfilter = LINEAR; mipfilter=LINEAR; AddressU = mirror; AddressV = mirror;};
//------- Technique: Textured --------
VertexToPixel TexturedVS( float4 inPos : POSITION, float3 inNormal: NORMAL, float2 inTexCoords: TEXCOORD0, VS_INPUT input)
{
VertexToPixel Output = (VertexToPixel)0;
float4x4 preViewProjection = mul (xView, xProjection);
float4x4 preWorldViewProjection = mul (xWorld, preViewProjection);
float4x4 skinTransform = 0;
skinTransform += Bones[input.BoneIndices.x] * input.BoneWeights.x;
skinTransform += Bones[input.BoneIndices.y] * input.BoneWeights.y;
skinTransform += Bones[input.BoneIndices.z] * input.BoneWeights.z;
skinTransform += Bones[input.BoneIndices.w] * input.BoneWeights.w;
// Skin the vertex position.
float4 position = mul(inPos, skinTransform);
Output.Position = mul(position, preWorldViewProjection);
Output.TextureCoords = inTexCoords;
float3 Normal = normalize(mul(normalize(inNormal), xWorld));
Output.LightingFactor = 1;
if (xEnableLighting)
Output.LightingFactor = saturate(dot(Normal, -xLightDirection));
return Output;
}
PixelToFrame TexturedPS(VertexToPixel PSIn)
{
PixelToFrame Output = (PixelToFrame)0;
Output.Color = tex2D(TextureSampler, PSIn.TextureCoords);
Output.Color.rgb *= saturate(PSIn.LightingFactor + xAmbient);
return Output;
}
technique Textured_2_0
{
pass Pass0
{
VertexShader = compile vs_2_0 TexturedVS();
PixelShader = compile ps_2_0 TexturedPS();
}
}
technique Textured
{
pass Pass0
{
VertexShader = compile vs_1_1 TexturedVS();
PixelShader = compile ps_1_1 TexturedPS();
}
}
[/Source]