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Trying to make a simple animated model work in XNA.
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  • Total Posts: 2
  • Joined: 03 May 2009 11:28 AM

Hello all,

Could you guys please give some detailed steps needed to create a very basic animating model, which works in XNA?

In one thread on this forum it was written what you need to do to get animated models created in Softimage to play in XNA:
Apparently animations will not play in XNA unless you have textures and a shader applied to your model. I was testing with the simplest of models to prove animation worked so did not bother to texture the model - hence it did not work. Once I added a texture/shader it worked.

I think my problem is either applying the texture/shader or my animation is done wrong. I am trying to make a very simple model that has a rotating animation. I managed to add an “Action” to the X4N_AnimationManager and the animation plays in Softimage, but not in XNA. Everything in XNA is OK, since I’m able to play the animations on the example Robot that comes with Softimage. Although I’m not sure that I’m creating the KeyableParams correctly. I also think I managed to add a shader in the “Material Manager” since I can see my model in the camera viewport with DirectX9 mode. I used the “Lambert.fx”, which comes with Softimage’s example files.

PS: I’m using XNA 3, VC# 2008 Express and SoftImage 7.5 Mod Tool. My graphics card supports only DX9 and shader 1.1 or 1.0.



Replies: 0
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  • DanielJC
  • Posted: 07 June 2009 10:26 PM

It won’t matter whether or not you actually are using textures, however, the animation of a skinned model is done using shaders in XNA.

Digital Tutors has a great tutorial on this called “Shader Pipeline in XSI and XNA” or something like that. They explain how it’s done, step by step.

-Daniel



Replies: 1
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Thanks for your reply Daniel. Although I’m not tempted to invest on the tutorial videos just yeat - Maybe in the future. I was hoping to find out the minimun shading needed to get the animations playing. I don’t need the model to look spectacular. I just want the animation to work.

Author: JumpySOFTIMAGE

Replied: 14 June 2009 12:47 AM  
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I think I read somewhere that the exported mesh must have a Phong shader for XNA to recognize it.



Replies: 1
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"I know that this thread hasen’t been used for quite a while, bit writing this if someone else comes to check it out.”

As IslandDreamer was saying, you need a phong material for XNA to recognize it.

Me and a set of others where trying to create a game for XNA (It would become the companies first IP) but everything stood and failed with animation. Cause for some strange reason you can’t have parented items to your characters, nor even more then one bindpose per object. And a character with a weapon for ex and according to XNA you then have uses two bindposes.

But… Theres alot of programmers out there and studios who’s been creating their own pipelines, someones are free others costs. Try to find one of them.

Author: Nemilion

Replied: 22 April 2010 09:39 PM