Nikos Kastellanos ae51247efb update Framework (v.3.14) 1 year ago
..
Animation ea3ea950ef types 1 year ago
ContentReaders ea3ea950ef types 1 year ago
Graphics 3ba9fa94ec rename namespace 2 years ago
Properties f52c986305 v1.4.0.0 1 year ago
Aether.Animation.NET4.DX.csproj ae51247efb update Framework (v.3.14) 1 year ago
Aether.Animation.NET4.XNA.csproj 3b498c2bca seperate Artifacts 2 years ago
Aether.Animation.NET4.csproj ae51247efb update Framework (v.3.14) 1 year ago
Aether.Animation.NETSTANDARD.DX.csproj ae51247efb update Framework (v.3.14) 1 year ago
Aether.Animation.NETSTANDARD.csproj ae51247efb update Framework (v.3.14) 1 year ago
Aether.Animation.UAP.csproj ae51247efb update Framework (v.3.14) 1 year ago
README.md 3ba9fa94ec rename namespace 2 years ago

README.md

nkast.Aether.Animation.*

Play animated 3D models and support for CPU animation. CPU animation is optimized using unsafe code, writing directly to mapped VertexBuffer memory using reflection (DirectX).

Importers

  • 'Animation' - Import animations from a Model.
  • 'GPU AnimatedModel' - Import an animated Model.
  • 'CPU AnimatedModel' - Import an animated Model to be animated by the CPU. Based on DynamicModelProcessor, the imported asset is of type Microsoft.Xna.Framework.Graphics.Model where the VertexBuffer is replaced by a CpuAnimatedVertexBuffer. CpuAnimatedVertexBuffer inherits from DynamicVertexBuffer.

Example

-Import 3D model with GPU AnimatedModel or GPU AnimatedModel Processor. Use SkinnedEffect for GPU and BasicEffect for CPU based animation.

-Load as any 3D Model:

_model = Content.Load<Model>("animatedModel");

-Load the Animations from model:

_animations = _model.GetAnimations();
var clip = _animations.Clips["ClipName"];
    _animations.SetClip(clip);

-Update animation on every frame:

    _animations.Update(gameTime.ElapsedGameTime, true, Matrix.Identity);

-Draw GPU animation:

foreach (ModelMesh mesh in _model.Meshes)
{
    foreach (var meshPart in mesh.MeshParts)
    {
        meshPart.effect.SetBoneTransforms(_animations.AnimationTransforms);
        // set effect parameters, lights, etc          
    }
    mesh.Draw();
}

-Draw CPU animation:

foreach (ModelMesh mesh in _model.Meshes)
{
    foreach (var meshPart in mesh.MeshParts)
    {
           meshPart.UpdateVertices(animationPlayer.AnimationTransforms);
           // set effect parameters, lights, etc
    }
    mesh.Draw();
}