tag:blogger.com,1999:blog-1185326540821386800.post397683724998362723..comments2023-03-08T11:47:08.311+00:00Comments on Diabolical: The Shooter: View OcclusionJohn C Brownhttp://www.blogger.com/profile/00595025767497289755noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-1185326540821386800.post-29468079996322532732013-03-13T08:11:40.841+00:002013-03-13T08:11:40.841+00:00Glad you found it.Glad you found it.John C Brownhttps://www.blogger.com/profile/00595025767497289755noreply@blogger.comtag:blogger.com,1999:blog-1185326540821386800.post-40383006611370060892013-03-13T05:52:40.012+00:002013-03-13T05:52:40.012+00:00Hey, thanks for the reply. I ended up asking a vid...Hey, thanks for the reply. I ended up asking a video games professor for help and it turns out it was a problem with the animation player class that is provided with Microsoft's SkinningSample example project.<br />This line of code had to be removed: skinningDataValue.BindPose.CopyTo(boneTransforms, 0);<br /><br />This code initializes the bone transforms to the bind pose (T pose). It should only be called once at initialization and not repeatedly during UpdateBoneTransforms(). Hope this helps anyone else who may encounter the same problem...<br /><br />(Also, speaking of Bresenham's line algorithm, I actually used it in a previous game to calculate/render fog of war in a grid-based map system. Interesting to see that it plays a role in your calculations as well!)Potatonoreply@blogger.comtag:blogger.com,1999:blog-1185326540821386800.post-63133134536770928932013-03-12T08:10:07.910+00:002013-03-12T08:10:07.910+00:00I've not come across that problem and it sound...I've not come across that problem and it sounds like you have checked everything I would have done.<br /><br />Are you checking the FBX or the keyframe contents in code?<br /><br />It sounds like a blank line, all zeros.<br />I would suggest outputting the in memory Keyframe array from code to a text file (or Debug output) but NUMBER each line from the array and output it even if the array entry is null or blank.<br /><br />That's all I can think of.<br /><br />Have you posted a thread on the XNA forums? Probably best to carry on this post there.John C Brownhttps://www.blogger.com/profile/00595025767497289755noreply@blogger.comtag:blogger.com,1999:blog-1185326540821386800.post-49790731786697275672013-03-12T06:16:01.587+00:002013-03-12T06:16:01.587+00:00Hey John! Nice blog, your posts have been very hel...Hey John! Nice blog, your posts have been very helpful in my own XNA project for a small game project. I have come across a seemingly rare problem though and am wondering if you can shed any light on it.<br /><br />Right now I am using Blender to export a series of SMD animations to a XNA-compliant FBX file. Due to XNA 4's incompatibility with FBX files that contain multiple takes, I am using a couple of functions to split the animations up into timespans using a keyframe definition file. This all works just fine. However, there is this persistent T-pose flash that occurs either at the beginning or end of some of the dynamically-split takes. It doesn't occur for every take and there doesn't seem to be any pattern to which takes it occurs to. Sometimes if I adjust the definition of a take by just 1 frame (e.g. from 61-99 to 61-100) it will make the T-pose flash occur. Sometimes if I change the animations a bit and export a new FBX file the T-pose bug will now occur for a different set of takes.<br /><br />I read your post titled "Multiple FBX Animations" which seemed relevant at first but after some testing it appears to be an unrelated issue. I have done extensive testing to pinpoint the problem and it doesn't seem to have anything to do with the frames being out of range. Do you have any experience with this problem or any advice for me?Potatonoreply@blogger.com