private void SpinalColumnInitialization()
 {
     _spinalColumn1 = new KeyframedAnimation(SpinalColumn1(), true);
     _spinalColumn2 = new KeyframedAnimation(SpinalColumn2(), true);
     _spinalColumn3 = new KeyframedAnimation(SpinalColumn3(), true);
     _spinalColumn4 = new KeyframedAnimation(SpinalColumn4(), true);
     _spinalColumn5 = new KeyframedAnimation(SpinalColumn5(), true);
     _spinalColumn6 = new KeyframedAnimation(SpinalColumn6(), true);
     _spinalColumn7 = new KeyframedAnimation(SpinalColumn7(), true);
 }
Exemple #2
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        protected override void LoadContent()
        {
            eurofighter = Game.Content.Load <Model>("Models/eurofighter");
            ground      = Game.Content.Load <Model>("Models/ground");

            List <AnimationFrame> frames = MyAnimation();

            _animation = new KeyframedAnimation(frames, true);

            base.LoadContent();
        }
 private void TailInitialization()
 {
     _tail1 = new KeyframedAnimation(Tail1Animation(), true);
     _tail2 = new KeyframedAnimation(Tail2Animation(), true);
     _tail3 = new KeyframedAnimation(Tail3Animation(), true);
     _tail4 = new KeyframedAnimation(Tail4Animation(), true);
     _tail5 = new KeyframedAnimation(Tail5Animation(), true);
     _tail6 = new KeyframedAnimation(Tail6Animation(), true);
     _tail7 = new KeyframedAnimation(Tail7Animation(), true);
     _tail8 = new KeyframedAnimation(Tail8Animation(), true);
 }
 public HierarchicalAnimation(Model humveeModel)
 {
     _humvee             = humveeModel;
     _keyframedAnimation = new KeyframedAnimation(Animation0(), true);
     _transforms         = new Matrix[_humvee.Bones.Count];
     _humvee.CopyBoneTransformsTo(_transforms);
     _transformsOrigin = new Matrix[_humvee.Bones.Count];
     _humvee.CopyBoneTransformsTo(_transformsOrigin);
     scale    = 0.2f;
     _prevPos = _prevRot = Vector3.Zero;
     random   = new Random();
 }
        public DragonAnimation(SkinningData skinningData)
        {
            _skinningData    = skinningData;
            _boneTransforms  = new Matrix[skinningData.BindPose.Count];
            _worldTransforms = new Matrix[skinningData.BindPose.Count];
            _skinTransforms  = new Matrix[skinningData.BindPose.Count];
            _boneTransforms  = skinningData.BindPose.ToArray();
            _cheek           = new KeyframedAnimation(CheekAnimation(), true);

            LegsInitialization();
            TailInitialization();
            SpinalColumnInitialization();
        }
        private void LegsInitialization()
        {
            _frontLeftLeg1 = new KeyframedAnimation(FrontLeftLeg1(), true);
            _frontLeftLeg2 = new KeyframedAnimation(FrontLeftLeg2(), true);
            _frontLeftLeg4 = new KeyframedAnimation(FrontLeftLeg4(), true);

            _frontRightLeg1 = new KeyframedAnimation(FrontRightLeg1(), true);
            _frontRightLeg2 = new KeyframedAnimation(FrontRightLeg2(), true);
            _frontRightLeg4 = new KeyframedAnimation(FrontRightLeg4(), true);

            _backLeftLeg1 = new KeyframedAnimation(BackLeftLeg1(), true);
            _backLeftLeg3 = new KeyframedAnimation(BackLeftLeg3(), true);

            _backRightLeg1 = new KeyframedAnimation(BackRightLeg1(), true);
            _backRightLeg3 = new KeyframedAnimation(BackRightLeg3(), true);
        }