I have a model very beautiful from war3 model ,I make a lot of skin-bone animation,then I export the sence to the kw-X file ,when I use my code (it can view other models ,eg archer ,threeboxes2) to view this model , failed nothing to see . Ok , I put my model into AnimationViewer/Content directory ,then I start the program ,there is a new text xxx.xnb in the screen
,so I press the button A . then Nothing as same as before . How should do ? but I guess maybe my model was to duplicate , so I create a new scense with two object one box, one ball ,the box is linked to the ball . so I move ball ,the box is followed,now I create a new keyframe animation with moving the ball . then I export the file and copy to the Content directory ,the result is never change . just nothing Is there somebody tell me why ? It's very painful . (before this I try put my model with KW-X export ,I also try to put my model convert into FBX file but also failed ,the skkinnmodel processor get some errors which I could not fix).
My 3DsMAX version is 2009 .
the XNA version is 3.0
First, you should check how
First, you should check how many bones are in the model; there is an upper limit on the number of bones in a single pass, determined by the number of vertex shader constants you can use (in hardware, there's a fixed upper limit on those). There is also the "force shader" option where you should apply a skinning shader for any skinned geometry. Finally, make sure that the texture parameter names match between the source data and the skinning shader you're using.
If that doesn't work, if you are an artist on a project, you'd have to ask your programmer to diagnose this problem for you. If you are the programmer, you'll have to put a breakpoint inside the rendering code and trace through it, to see what's going on. Another tool that helps a lot in these cases is PIX for Windows, which comes with the DirectX SDK download. It allows you to capture everything that happens in a single frame when you press F12, and you can later go back and examine the inputs to each draw call; what the vertex buffers, shaders etc are.
I fix the problem,but the others come out
the reason is I install the kwxport version is 1.3 come from kwxport.sourceforge.net/ .
the kwxprot 1.3 version for 3dsmax2009 it can correctly set up in my 3dsmax 2009 Chineses (language) version . but I work incorrect . When I want to export the model with the ASCII the I found the output file wasn't the Normal Character ,it just like a binary text.
then I download the kwxport 1.3.4 32bit Version form www.kwxport.org ,and this install program can not install in my windows XP,because there isn't any .dle file in my 3dsmax ,finally I found a tool to exactly the msi program . then I found the .dle file for 3dsmax 2009 . So I manually copy the file into my 3dsmax 2009.so finally the kwxport it can be work correctly ,the output file is normal as I see .
but the new problem is coming .my model didn't play any animation.
In my 3dsmax scene if I create I simply animation which the keyframe animation is very simple and Object is just some box ,ball ,the model only move ,rorate,scale ,so the animation Can Show in AnimationViewer.but if the model is ainmated by using "skin modifier -envelope" ,the model 's animation is come from a lot of bones(I have 52 bones in my model).Then I can see the model doesn't work in the Aniamtion Viewer . the model is just still there.and keep the Init-postion.I don't know why.
the others things is the model could export the fbx file. and I could use the skinnedmodel to view the animation correctly. so I thing this is not my model problem.but the fbx file have some defects .because my 3dsmax only include one take.but i need a lot of animation such as kwxport. I have the motionbuider 7.5 ext2,but it's like dirty shit.because the fbx export from motionbuilder can't work correctly anymore in the xna program . first the fbx lost the texture , and the takes doesn't work like in the motionbuilder. I want any takes which have been cut up in piece but the fbx show in xna looks like every takes haven't been cutted up.whatever I use any fbx covert to make the fbx file change to 2006.11 but the fbx file is also looks like a dirty shit . so I hate the motionbuilder . and I haven't found other tools which could split the fbx takes from "take 001".
hey :), jwatte do you have any idea to help me to solve the problem? . I don't care use fbx or .x , I just want my animation back to the AnimationView, now I have try to write a xml file which include the "takes Info" .then the model loader read the xml file and make a lot of animation clip by the xml file.but It work seem inefficiency which is not like the kw-x animation work highly active
The kW animation code works,
The kW animation code works, and has been used in a few projects. However, it doesn't come with much hand-holding -- if you can't dive in and trace through the code yourself to figure out what's going on, then it's probably not the right library for you.
If you have problems with kW X-port (for example, models you export don't work in the DirectX Viewer), then www.kwxport.org is the right site for asking those questions.
Thx, I will dive your code in later.
I think I have the capability to study your code .I know the KiloWatt.Base and KiloWatt.Pipeline is very beautiful code which I have saw.
But there is only two or Three days before my Graduation Design deadline , I must complete the XNA game first ,and later I will read your code seriously to watch How do the code work in the XNA.