public override void Draw(GameTime gameTime) { Matrix[] bones = AnimationPlayer.GetSkinTransforms(); foreach (ModelMesh mesh in Modele.Meshes) { Matrix mondeLocal = TransformationsModèle[mesh.ParentBone.Index] * Monde; Modele.CopyAbsoluteBoneTransformsTo(TransformationsModèle); foreach (SkinnedEffect effect in mesh.Effects) { effect.SetBoneTransforms(bones); effect.View = CaméraJeu.View; effect.Projection = CaméraJeu.Projection; effect.World = mondeLocal; effect.EnableDefaultLighting(); effect.SpecularColor = new Vector3(0.25f); effect.SpecularPower = 16; effect.Texture = Habit; } mesh.Draw(); } }