I'm having a problem loading a model into the animation viewer solution, I can look at my other models, but this model is slightly larger than the other models I have made thus far, its about 5k triangles total on the mesh, its a landscape with 15 materials, all dds files.
I looked at the .x file's log, and it has the same error it always does which is model does not contain skinnig data, but the model doesn't have a skeleton, and the other models have the same error but those models show up.
Looked at the xna bin/content for the .xnb file for my model and it is there, I thought maybe it was something with the model importer, but if it didnt import properly wouldn't I get an error at build time?
Any thoughts on what might cause this problem? Is there a materials limit on all meshes? I really can't figure it out I may just remake the model from scratch.
If there is no animation on
If there is no animation on the model, why are you using kW Animation?
Anyway, no, I know of no specific limitations. Try stepping through the drawing code with a breakpoint in the debugger, to verify that the code is being properly executed. After that, try capturing a frame using PIX for Windows, and examine the data being put in, and transformed, to see what could cause the data to not be drawn.
If I were to guess, based purely on intuition, I would say that the effects used on your model are not compatible with what the animation viewer is expecting. Try using the ForceShader option on the kW Animation content processor, to force a suitable shader.
I'm having the same problem...
I have a model made in 3d Max, who can't export to .fbx, I don't know why, some thing about errors in the bones, whatever...
I used the kW X-port and export it to. X, tried to load it in the dwarfanimation tutorial for XNAnimation, but didn't animate, and the textures appeared within ...
I tried to view the model in kilowatt viewer, but the model didn't appear ... Only the model name at the bottom, and the animation's names ...
Any help? I really want learn how to animate, but I'm almost giving up...
Thank you...
If it doesn't work in FBX,
If it doesn't work in FBX, and doesn't work in X, and doesn't work in the DirectX Viewer, then chances are that there's something in the model that is not supported by the runtime animation pipeline. Game/runtime graphics have more limitations than offline/modeling graphics.
Your best is probably to start with something simple, like a worm that's a tube with 3 bones, and try animating that. Get that to work first, and then move on to more advanced things.
regarding the model not
regarding the model not beeing visible in the viewer: did you assign a skinned shader in the model's xna content project properties? (had that error in the beginning too ;) )
Me again... D:
Yes, I read the tutorial several times...
I was really looking for animation on Internet, is very stressful not to have achieved nothing so far ...
I tried to do what he said above, a worm with 3 bones, but it also didn't appear, even with shaders ...
and when I can make something appear, rather than animate, it shows the internal color, and still stopped ...
I tried so many things, I don't know else to do, programming is for masochists (ç_ç")
It sounds like what you need
It sounds like what you need is a solid grounding in debugging! The most important skill in software development is not actually writing code, but trouble-shooting code that doesn't do what you think it should.
Clearly, there is something you are not doing right, or everything would work the way you think it should. Computers are not magical, and do not in general wear out -- they are fully deterministic. If you do A and B happens once, then every time you do A, B will happen. (Sometimes it's hard to know all the things that go into "A", though -- some math, such as random number generators, uses the time of day as an input, for example)
You have to verify your assumptions at every stage:
Is there some more data that is needed by some object you are using, and you're not giving it? Read up on the documentation of all the methods and properties of that object.
Is the data in the correct format? Put a breakpoint at each line where data is passed around. Look at the data in the debugger. Does it look reasonable?
Is there some way of inspecting the internal workings of the object? Can you step into it with the debugger, and verify each step it takes?
If it's graphics, you can capture all draw calls sent to the graphics device during a frame using PIX for Windows. You can then carefully investigate all the input data, the way it's transformed (you can single-step through shaders!), and the resulting output.
Good luck!