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

http://msdn.microsoft.com/en-us/library/bb199633(v=xnagamestudio.40).aspx

사용자 삽입 이미지

사용자 삽입 이미지
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

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

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);
}