This sample shows how to process and render a skinned character model by using the XNA Framework Content Pipeline.
http://create.msdn.com/en-US/education/catalog/sample/skinned_model (XNA3.1 & XNA4.0)
SkinnedModel Tutorial (XNA2.0)
Sound using XACT7340622627.zip
Sound using SoundEffect/SoundEffectInstance
Sound using Song/MediaPlayer2907811564.zip
Draw a 3D Model9329280946.zip
Draw a 3D Model using CustomEffect5792179913.zipDraw 3D Models with a Textured Cube8039198956.zip
ContentManager.Load Generic Method
The type of asset to load. Model, Effect, SpriteFont, Texture, Texture2D, Texture3D and TextureCube are all supported by default by the standard Content Pipeline processor, but additional types may be loaded by extending the processor.
Before a ContentManager can load an asset, you need to add the asset to your game project using the steps described in Adding Game Assets to Your Game.
The following are the Content Pipeline run-time classes supported by Load and the file formats they are associated with.
|Effect Class |
|Model Class |
|SpriteFont Class |
.bmp, .spritefont, .dds, .dib, .hdr, .jpg, .pfm, .png, .ppm, and .tga
The default content processor for .bmp files is the texture processor. To process a .bmp file for use as a Sprite Font, click Sprite Font Texture – XNA Framework in the Properties pane for the .bmp file after it has been added to the project.
|Texture Class, Texture2D Class |
|.bmp, .dds, .dib, .hdr, .jpg, .pfm, .png, .ppm, and .tga|
|Texture3D Class, TextureCube Class |
Note that these are the formats of the original assets; after processing, all assets will be .xnb files.
XNA Draw a Sprite6438096827.zipXNA Draw an Animating Sprite4047902397.zip
XNA Texture Quad with Effect1642012912.zipXNA Texture Cube with Effect5735064062.zip
XNA Texture Address Mode
-Wrap, Clamp, Mirror, Border Color (XNA 3.0)1431705212.zip