Monthly Archives: April 2014
XNA Content Pipeline Load Method
http://msdn.microsoft.com/en-us/library/bb197848(v=XNAGameStudio.30).aspx
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 | .fx |
Model Class | .fbx, .x |
SpriteFont Class | .bmp, .spritefont, .dds, .dib, .hdr, .jpg, .pfm, .png, .ppm, and .tga Note 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 | .dds |
Note that these are the formats of the original assets; after processing, all assets will be .xnb files.
XNA4 Game Asset Properties
Asset Name “AnimatedCube” – This is used to load the managed asset by using the ContentManager.Load method.
Content Importer “Autodesk FBX – XNA Framework” – The name of the importer for the related game asset. The list contains both custom importers referenced by the content project and standard importers provided by XNA Game Studio.
Content Processor “Animated Model Processor” – The name of the processor for the related game asset. The list contains both custom processors referenced by the content project and standard processors provided by XNA Game Studio.
XNA Standard Importers and Processors http://msdn.microsoft.com/en-us/library/bb447762.aspx
XNA Creating a Custom Importer and Processor http://msdn.microsoft.com/en-us/library/bb447754.aspx
XNA4ModelAnimation
XNA4ModelNode
XNA4Model
XNA4ModelList
XNA4SkinnedModel
XNA4Avateering
DXViewer
DXViewer
XNA4Model
Render a 3D Model with a Basic Effect
http://msdn.microsoft.com/en-us/library/bb203933(v=xnagamestudio.40).aspx
Render a 3D Skinned Character Model using the XNA Framework Content Pipeline
http://create.msdn.com/ko-KR/education/catalog/sample/skinned_model
Lecture Note for 3D Skinned Character Model
http://mmedia.glos.ac.uk/igd220/T3/SkinnedCharacter.html
Render/Control a 3D Skinned Character Model using Kinect
lecture7
HW3
Linear Interpolation (LERP)
protected override void Update(GameTime gameTime)
{
totalElapsedTime += (float)gameTime.ElapsedGameTime.TotalSeconds;
// determine how far along the duration value we are (0 to 1), duration=5 sec
float fraction = totalElapsedTime / duration;
// fraction = MathHelper.Clamp(fraction, 0, 1);
while (fraction > 1) fraction -= 1;
// interpolate modelPosition between startPosition and endPosition using fraction
modelPosition = Vector3.Lerp(startPosition, endPosition, fraction);
myModel.World = Matrix.CreateTranslation(modelPosition);
/// 중간생략 …
base.Update(gameTime);
}