/// <summary> /// Initializes a new instance of the <see cref="AnimatedController"/> class. /// </summary> /// <param name="model">The model.</param> /// <param name="StartAnimationName">Start name of the animation.</param> /// <param name="changeOnlyWhenDifferentAnimation">if set to <c>true</c> [change the current animationonly only when different animation is set].</param> public AnimatedController(IAnimatedModel model, String StartAnimationName = null,bool changeOnlyWhenDifferentAnimation = true) { skinnedModel = model.GetAnimation() as SkinnedModel; animationController = new AnimationController(skinnedModel.SkeletonBones); this.StartAnimationName = StartAnimationName; this.actualAnimation = StartAnimationName; if(StartAnimationName != null) animationController.StartClip(skinnedModel.AnimationClips[StartAnimationName]); this.changeOnlyWhenDifferentAnimation = changeOnlyWhenDifferentAnimation; }
private void reinitialize2(SkinnedModel skinnedModel) { this.skinnedModel = skinnedModel; //setNewEffect(); // Create an animation controller and start a clip animationController = new AnimationController(skinnedModel.SkeletonBones); animationController.Speed = 0.5f; animationController.TranslationInterpolation = InterpolationMode.Linear; animationController.OrientationInterpolation = InterpolationMode.Linear; animationController.ScaleInterpolation = InterpolationMode.Linear; //animationController.StartClip(skinnedModel.AnimationClips[animation]); }
public AnimatedModel(Game1 game,SkinnedModel skinnedModel) : base(game,skinnedModel.Model) { this.skinnedModel = skinnedModel; //setNewEffect(); // Create an animation controller and start a clip animationController = new AnimationController(skinnedModel.SkeletonBones); animationController.Speed = 0.5f; animationController.TranslationInterpolation = InterpolationMode.Linear; animationController.OrientationInterpolation = InterpolationMode.Linear; animationController.ScaleInterpolation = InterpolationMode.Linear; //animationController.StartClip(skinnedModel.AnimationClips[animation]); }
public AnimatedModel3D(string nameCharacter, SceneManager scene, Vector3 position, Vector3 scale, float speed = 1) { ModelName = nameCharacter; Model = Global.RessourceProvider.AnimatedModels[ModelName]; Scene = scene; Position = position; Scale = scale; _animClip = 0; AnimationController = new AnimationController(Model.SkeletonBones) { Speed = speed, TranslationInterpolation = InterpolationMode.Linear, OrientationInterpolation = InterpolationMode.Linear, ScaleInterpolation = InterpolationMode.Linear }; _speed = speed; SetAnimation(Animation.Default); }
private void LoadContent() { // Load the skinned model skinnedModel = Game1.Content.Load<SkinnedModel>(@"Models\PlayerMarine"); finalBoneTransform = new Matrix[skinnedModel.SkeletonBones.Count]; // Create an animation controller and start a clip animationController = new AnimationController(skinnedModel.SkeletonBones); SetAnimation("Idle"); }
public void init() { animationController = new AnimationController(model.SkeletonBones); animationController.StartClip(model.AnimationClips.Values[activeAnimationClipIndex]); }