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Creating my own FBX files for XNA? (in 3ds max)

开发者 https://www.devze.com 2023-04-04 00:35 出处:网络
I\'m now reading this example. I see there is one FBX file and a few texture files in the content project, and that in the code you can choose which \"take\" to play. In the code it is \"Take_001\". P

I'm now reading this example. I see there is one FBX file and a few texture files in the content project, and that in the code you can choose which "take" to play. In the code it is "Take_001". Please tell me: When I create and animate my o开发者_如何学运维wn 3D model in 3DS Max, how can I define those takes? plus, are any configurations need to be made when exporting FBX from 3DS Max to XNA?


You don't. The model artist does. In his modeling software he can name every bone or animation sequence, and then you can activate it from code.

The built-in FBX pipeline in XNA supports animation only partially, but it doesn't need any pre-configuration. So does the pipeline you linked to.

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