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Nerd Herder

Dean Johnson’s blog about life on the XNA platform and tools team

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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 Read More...

Posted Thursday, May 14, 2009 8:40 PM by dejohn | 4 Comments

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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 Read More...

Posted Monday, May 11, 2009 7:08 PM by dejohn | 5 Comments

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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. Read More...

Posted Friday, May 08, 2009 11:19 PM by dejohn | 10 Comments

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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 Read More...

Posted Sunday, June 01, 2008 10:24 PM by dejohn | 1 Comments

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 Read More...

Posted Thursday, May 29, 2008 6:18 AM by dejohn | 0 Comments

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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 . Read More...

Posted Monday, March 05, 2007 9:50 PM by dejohn | 1 Comments

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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 Read More...

Posted Monday, January 15, 2007 11:05 PM by dejohn | 8 Comments

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