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Building your First Mobile Game using XNA 4.0

You're reading from   Building your First Mobile Game using XNA 4.0 A fast-paced, hands-on guide to building a 3D game for the Windows Phone 7 platform using XNA 4.0

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Product type Paperback
Published in Jan 2013
Publisher Packt
ISBN-13 9781849687744
Length 158 pages
Edition 1st Edition
Languages
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Authors (2):
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Thomas Goussaert Thomas Goussaert
Author Profile Icon Thomas Goussaert
Thomas Goussaert
Brecht Kets Brecht Kets
Author Profile Icon Brecht Kets
Brecht Kets
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Toc

Adding animation to our hero


We didn't like it in Chapter 2, 2D Graphics, and we still don't like the sliding hero. Time to add animation!

We have a small problem however: XNA has an effect that supports skinned animations, but it's not included in the base XNA installation. Luckily these have been made available through the Dev Center. Skinned animation is a technique that has a visual representation of a model, and a set of bones used to animate the model. As this fits with the implementation of the Model class, we will use this technique. When taking a look at the start project for animation that comes with this chapter, we can see that the solution has two extra projects: a SkinnedModelPipeline project and a SkinnedModelData project. The first contains a processor that will compile our model taking the animations into account. It has also been updated with Shawn Hargreaves' method for merging multiple .fbx animations into one file. Note that hero model uses this SkinnedModelProcessor...

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