Nerd Herder

Dean Johnson blogs about life on the XNA platform and tools team

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  • Blog Post: Avatar animation updates

    Playback of one of the 31 built in animations is simple with the AvatarAnimation class. As I discussed in a previous post the BoneTransforms and Expression properties on the AvatarAnimation can be used with the AvatarRenderer.Draw method to animate an avatar. These two properties return the bone transforms...
  • Blog Post: What to do while an avatar loads?

    When you create a new AvatarRenderer object load all of the models and textures associated with the AvatarDescription have to be loaded. The time it takes to load goes up if you are creating a number of AvatarRenderer objects at the same time. So what do developers need to do while the avatar loads?...
  • Blog Post: Avatar API preview for XNA Game Studio 3.1

    Since the announcement of the 3.1 features a number of people have had questions about the new Avatar API’s. I wanted to take a few minutes to preview some of Avatar API’s to help developers better understand what to expect in the 3.1 release. There are three main classes that are used to...
  • Blog Post: How to set the effect (.fx) used on Model

    When you use the model processor build into the XNA Framework Content Pipeline you will notice that each ModelMeshPart on a Model has an Effect already loaded. By default this is an instance of BasicEffect with the models textures and other material properties already set. This is great when you want...
  • Blog Post: Community Games and the new Creators Club Online Website

    It has been over a year since my last blog post. As one colleague put it I was starting to get “Blogger Guilt”. The last post was all about the new Creators Club Online website. Well it turns out this post is about the same topic but much better. The original site did a great job at delivering...
  • Blog Post: XNA Creators Club Online

    The new XNA Creators Club Online site went live today. You can view the site by visiting http://creators.xna.com .
  • Blog Post: You Spin Me Round

    Often when working with 3D objects like characters and space ships you will need to point one object at the other. In this post we will cover two ways you can point objects at each other. The first way creates a matrix to turn your object towards the other. The second covers a way to determine the direction...
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