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Triangle strip rotation

0 posts in this topic

Hi guys


Ive been working on a ribbon trail or sword slash effect following certain instructions(link below) and have been using

the extended xna skinning sample as a platform for experimentation, so far Im just using a small triangle strip for testing

purposes. I feel as though Im pretty close but Im stuck at the placement of the strip rotation wise,right now the strip is sitting

in a vertical position parallel to the forearm(picture below) and what I would like to do is rotate the strip in a horizontal position if anyone has any advice on how this would done it would be much appreciated.







link to instructions by jwatte



extended skinning sample link




picture of strip

[attachment=18037:9 23 2013 8 50 59 PM.jpeg]





bone location code below


 Vector3 position ;

/// <summary>
        /// Draws the baseball bat.
        /// </summary>
        void DrawBaseballBat1(Matrix view, Matrix projection)
            int handIndex = skinningData.BoneIndices["L_Forearm"];

            Matrix[] worldTransforms = animationPlayer.GetWorldTransforms();

            // Nudge the bat over so it appears between the left thumb and index finger.
            batWorldTransform1 = Matrix.CreateTranslation(position) *


drawing code

 //draw triangles
            device.RenderState.CullMode = CullMode.None;
            basicEffect.World = batWorldTransform1 ;
            basicEffect.View = view;
            basicEffect.Projection = projection;
            basicEffect.VertexColorEnabled = true;

            foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes)
                device.VertexDeclaration = myVertexDeclaration;
                device.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.TriangleStrip, vertices, 0, 10);

triangle strip code

  public bool InitVertices()
            myVertexDeclaration = new VertexDeclaration(device, VertexPositionColor.VertexElements);
            vertices = new VertexPositionColor[12];


                    if (animationPlayer.currentTimeValue < TimeSpan.FromMilliseconds(24))

                        vertices[11] = new VertexPositionColor(new Vector3(-5, 1, 1)  , Color.Red);
                        vertices[10] = new VertexPositionColor(new Vector3(-5, 5, 1) , Color.Red);


            if (animationPlayer.currentTimeValue < TimeSpan.FromMilliseconds(44))
                vertices[9] = new VertexPositionColor(new Vector3(-3, 1, 1), Color.Red);
                vertices[8] = new VertexPositionColor(new Vector3(-3, 5, 1) , Color.Green);


            if (animationPlayer.currentTimeValue < TimeSpan.FromMilliseconds(64))
                vertices[7] = new VertexPositionColor(new Vector3(-1, 1, 1), Color.Green);
                vertices[6] = new VertexPositionColor(new Vector3(-1, 5, 1), Color.Green);


            if (animationPlayer.currentTimeValue < TimeSpan.FromMilliseconds(84))
                vertices[5] = new VertexPositionColor(new Vector3(1, 1, 1), Color.Orange);
                vertices[4] = new VertexPositionColor(new Vector3(1, 5, 1), Color.Orange);


            if (animationPlayer.currentTimeValue < TimeSpan.FromMilliseconds(104))
                vertices[3] = new VertexPositionColor(new Vector3(3, 1, 1), Color.Orange);
                vertices[2] = new VertexPositionColor(new Vector3(3, 5, 1), Color.Yellow);


            if (animationPlayer.currentTimeValue < TimeSpan.FromMilliseconds(124))
                vertices[1] = new VertexPositionColor(new Vector3(5, 1, 1)* position1, Color.Yellow);
                vertices[0] = new VertexPositionColor(new Vector3(5, 5, 1)* position, Color.Yellow);


            return false;

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