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Microsoft XNA 4.0 Game Development Cookbook

You're reading from   Microsoft XNA 4.0 Game Development Cookbook This book goes further than the basic manuals to help you exploit Microsoft XNA to create fantastic virtual worlds and effects in your 2D or 3D games. Includes 35 essential recipes for game developers.

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Product type Paperback
Published in Jun 2012
Publisher Packt
ISBN-13 9781849691987
Length 356 pages
Edition 1st Edition
Languages
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Author (1):
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Luke Drumm Luke Drumm
Author Profile Icon Luke Drumm
Luke Drumm
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Table of Contents (15) Chapters Close

Microsoft XNA 4.0 Game Development Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
1. Preface
1. Applying Special Effects FREE CHAPTER 2. Building 2D and 3D Terrain 3. Procedural Modeling 4. Creating Water and Sky 5. Non-Player Characters 6. Playing with Animation 7. Creating Vehicles 8. Receiving Player Input 9. Networking

Applying animation with SkinnedEffect


The XNA framework comes pre-bundled with an effect that allows the GPU to take a fair portion of the burden of animating meshes away from the CPU. There are freely available examples, both from Microsoft and others, on how to import animation data from various modeling packages into a format suitable for XNA and said effect.

One aspect that I haven't seen covered in quite as much detail is how one actually interacts with such an effect in the simplest possible manner and how the effect manages to do what it does.

The chapter will hopefully fill both gaps.

Getting ready

This example utilizes the GeometricBuffer classes detailed in the procedural modeling recipes of Chapter 3, Procedural Modeling, but any library or modeling package that can deal with a mesh constructed from a custom vertex type will do.

How to do it...

To begin your exploration of the SkinnedEffect:

  1. 1. Add a new vertex type that includes weighting information:

    public struct VertexPositionNormalTextureWeightBlend...
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