<?xml version="1.0"?><?xml-stylesheet type="text/xsl" href="http://www.codeplex.com/rss.xsl"?><rss version="2.0"><channel><title>XNA Animation Component Library</title><link>http://www.codeplex.com/animationcomponents/Project/ProjectRss.aspx</link><description>The goal is to make a library of animation components that allows programmers to easily animate their models.</description><item><title>New Post: Timing on Animations</title><link>http://www.codeplex.com/animationcomponents/Thread/View.aspx?ThreadId=33566</link><description>&lt;div style="line-height: normal;"&gt;I am trying to setup actions like saving that start an animation like waving and then end it once the animation is complete.&amp;nbsp; In general this is working- I can get the wave animation to work and it will end after what I believe is the correct amount of time.&lt;br&gt;
&lt;br&gt;
However the timing within the animation is often horribly off.&amp;nbsp; Sometimes it will start at the beginning of the animation, but also sometimes pretty much anywhere else in the animation.&amp;nbsp; They always seem to run fine from that point on, but if the start point is screwed up when only going through the animation once it doesnt work out very well.&lt;br&gt;
&lt;br&gt;
Is there anyway I can maybe reset the animations to the beginning manually when I have a state change like this, or does this sound like I might be doing something wrong with how I am handling the animations?&lt;br&gt;
&lt;br&gt;
Thanks.&lt;br&gt;
&lt;/div&gt;</description><author>Talusryn</author><pubDate>Thu, 14 Aug 2008 22:40:32 GMT</pubDate><guid isPermaLink="false">New Post: Timing on Animations 20080814104032P</guid></item><item><title>New Post: Create multiple dwarf object</title><link>http://www.codeplex.com/animationcomponents/Thread/View.aspx?ThreadId=33496</link><description>&lt;div style="line-height: normal;"&gt;Hi,&lt;br&gt;
Is there anyone know how to make multiple dwarf object (something like OOP, eg. dwarfmanager class derived dwarf class....).&lt;br&gt;
I check the Discussion list, a few posts were disscussion this topic, but seem to be without any response or solutions. ???&lt;br&gt;
I hope somebody or the author who know how to do it can reply this topic and sharing out the source code.&lt;br&gt;
&lt;br&gt;
Thank you.&lt;br&gt;
&lt;/div&gt;</description><author>kslam</author><pubDate>Thu, 14 Aug 2008 04:55:33 GMT</pubDate><guid isPermaLink="false">New Post: Create multiple dwarf object 20080814045533A</guid></item><item><title>New Post: Can i know the bones Vector3 position?</title><link>http://www.codeplex.com/animationcomponents/Thread/View.aspx?ThreadId=33128</link><description>&lt;div style="line-height: normal;"&gt;Sorry for my bad english, i'm italian :)&lt;br&gt;
&lt;br&gt;
I want &amp;quot;attach&amp;quot; an object to another skinned object (a sword on the hand of my model). I need know the Vector3 of the hand bone to attach the weapon to the hand in the animation... How i can? &lt;br&gt;
&lt;br&gt;
Please help me!&lt;br&gt;
&lt;/div&gt;</description><author>WILEz</author><pubDate>Thu, 07 Aug 2008 19:34:46 GMT</pubDate><guid isPermaLink="false">New Post: Can i know the bones Vector3 position? 20080807073446P</guid></item><item><title>New Post: Xclna conversion to XNA 2.0... somebody has sucess?</title><link>http://www.codeplex.com/animationcomponents/Thread/View.aspx?ThreadId=19730</link><description>&lt;div style="line-height: normal;"&gt;To &lt;a id="ctl00_ctl00_Content_TabContentPanel_Content_PostRepeater_ctl26_UserNameLink" href="../../site/users/view/elSibor"&gt;elSibor&lt;/a&gt;&lt;br&gt;
It looks that there are some problem while converting to XNA2.0. If we delete the dwarfmodel.xnb file in Debug\Content, there will have an error at line 142. Hope that you can fix this.&lt;br&gt;
&lt;/div&gt;</description><author>bumenot</author><pubDate>Mon, 04 Aug 2008 11:55:36 GMT</pubDate><guid isPermaLink="false">New Post: Xclna conversion to XNA 2.0... somebody has sucess? 20080804115536A</guid></item><item><title>Commented Issue: Error: Both a valid vertex shader and pixel shader (or valid effect) must be set...</title><link>http://www.codeplex.com/animationcomponents/WorkItem/View.aspx?WorkItemId=17442</link><description>Hi there.&lt;br /&gt;Comments: ** Comment from web user: Sygnus ** &lt;p&gt;The browser sent the post before I finished... I am trying to run the dwarf sample and the model animator gives me this error before showing anything on the screen.&lt;/p&gt;&lt;p&gt;Both a valid vertex shader and pixel shader &amp;#40;or valid effect&amp;#41; must be set on the device before any draw operations may be performed.&lt;/p&gt;&lt;p&gt;I checked the compatibility of my GPU &amp;#40;GeForce 6600&amp;#41; and it is ok.&lt;/p&gt;&lt;p&gt;So I have two questions&amp;#58; &lt;/p&gt;&lt;p&gt;1&amp;#41; Is there something I can do to keep this from happening&amp;#63;&lt;br /&gt;2&amp;#41; What does the pallet effect do in the animation process&amp;#63; Cause replaced it with a basicEffect and the model did load, but did not move... &lt;/p&gt;</description><author>Sygnus</author><pubDate>Sun, 20 Jul 2008 13:04:28 GMT</pubDate><guid isPermaLink="false">Commented Issue: Error: Both a valid vertex shader and pixel shader (or valid effect) must be set... 20080720010428P</guid></item><item><title>Created Issue: Error: Both a valid vertex shader and pixel shader (or valid effect) must be set...</title><link>http://www.codeplex.com/animationcomponents/WorkItem/View.aspx?WorkItemId=17442</link><description>Hi there.&lt;br /&gt;</description><author>Sygnus</author><pubDate>Sun, 20 Jul 2008 13:00:30 GMT</pubDate><guid isPermaLink="false">Created Issue: Error: Both a valid vertex shader and pixel shader (or valid effect) must be set... 20080720010030P</guid></item><item><title>New Post: Setting up the Animation DLLs</title><link>http://www.codeplex.com/animationcomponents/Thread/View.aspx?ThreadId=31348</link><description>&lt;div style="line-height: normal;"&gt;Trying to follow the dwarf tutorial but running into some problems.&amp;nbsp; I've added the dlls in the reference and in the content, but cannot find an option to set the .x models to Models - Animation Library, it is not listed there somehow, and I did use the &amp;quot;using Xclna.Xna.Animation;&amp;quot; at the top.&amp;nbsp; I don't know whats wrong.&lt;br&gt;
&lt;span id="ctl00_ctl00_Content_TabContentPanel_Content_wikiSourceLabel"&gt;&lt;/span&gt;
&lt;/div&gt;</description><author>mamba</author><pubDate>Thu, 17 Jul 2008 06:21:55 GMT</pubDate><guid isPermaLink="false">New Post: Setting up the Animation DLLs 20080717062155A</guid></item><item><title>New Post: Setting up the Animation DLLs</title><link>http://www.codeplex.com/animationcomponents/Thread/View.aspx?ThreadId=31348</link><description>&lt;div style="line-height: normal;"&gt;Try this:&lt;br&gt;
&lt;br&gt;
Add a reference as you normally would by clicking Add Reference in the Project menu. Then go to the 'Browse' tab and browse for the dll.&lt;br&gt;
&lt;br&gt;
YellPika&lt;br&gt;
&lt;/div&gt;</description><author>YellPika</author><pubDate>Sat, 12 Jul 2008 23:37:47 GMT</pubDate><guid isPermaLink="false">New Post: Setting up the Animation DLLs 20080712113747P</guid></item><item><title>New Post: Setting up the Animation DLLs</title><link>http://www.codeplex.com/animationcomponents/Thread/View.aspx?ThreadId=31348</link><description>&lt;div style="line-height: normal;"&gt;I've downloaded the DLLs from the website and I'm unsure on how to implement them...&lt;br&gt;
Which directory should these DLLs be stored in? XNA Game Studio\v2.0\References ?&lt;br&gt;
What do I need to do within Visual Studios to get it running?&lt;br&gt;
&lt;br&gt;
Thanks for the help,&lt;br&gt;
Tyler
&lt;/div&gt;</description><author>Tyler89</author><pubDate>Fri, 11 Jul 2008 17:49:10 GMT</pubDate><guid isPermaLink="false">New Post: Setting up the Animation DLLs 20080711054910P</guid></item><item><title>New Post: Help!!!</title><link>http://www.codeplex.com/animationcomponents/Thread/View.aspx?ThreadId=29903</link><description>&lt;div style="line-height: normal;"&gt;:p So&amp;nbsp;interesting!How to make the face animation?
&lt;/div&gt;</description><author>robin101</author><pubDate>Mon, 30 Jun 2008 04:09:37 GMT</pubDate><guid isPermaLink="false">New Post: Help!!! 20080630040937A</guid></item><item><title>New Post: Help!!!</title><link>http://www.codeplex.com/animationcomponents/Thread/View.aspx?ThreadId=29903</link><description>&lt;div style="line-height: normal;"&gt;i think that you didn't used the GetAbsoluteTransform() Method of the ModelAnimator...&lt;br&gt;
&lt;/div&gt;</description><author>JeRET</author><pubDate>Fri, 27 Jun 2008 21:15:09 GMT</pubDate><guid isPermaLink="false">New Post: Help!!! 20080627091509P</guid></item><item><title>New Post: Shadows</title><link>http://www.codeplex.com/animationcomponents/Thread/View.aspx?ThreadId=29028</link><description>&lt;div style="line-height: normal;"&gt;Hmmm. Looks a little hopeful to me. MSDN has a &amp;quot;how to&amp;quot; on this: http://msdn.microsoft.com/en-us/library/bb464050.aspx&lt;br&gt;
&lt;br&gt;
Also, there are many better ways to make shadows than flattening the mesh unfortunately they are not easy. I recommend, don't re-invent the wheel&amp;nbsp; ;-)&amp;nbsp; especially not when someone as clever as Catalin Zima has already invented it: http://www.catalinzima.com/?p=336&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&lt;/div&gt;</description><author>roonda</author><pubDate>Mon, 23 Jun 2008 16:14:23 GMT</pubDate><guid isPermaLink="false">New Post: Shadows 20080623041423P</guid></item><item><title>New Post: Content processor type name</title><link>http://www.codeplex.com/animationcomponents/Thread/View.aspx?ThreadId=29241</link><description>&lt;div style="line-height: normal;"&gt;Looks like what you want is: FbxImporter and SkinnedModelProcessor. I just opened up the XNAnimationSample's content project and looked at the text in there. After all, the ContentBuilder is really just making a VS Project in memory. I'm not sure how you'd tell it to set the parameters though!&lt;br&gt;
&lt;br&gt;
&amp;nbsp; &amp;lt;ItemGroup&amp;gt;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;lt;Compile Include=&amp;quot;Models\PlayerMarine.fbx&amp;quot;&amp;gt;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;lt;Name&amp;gt;PlayerMarine&amp;lt;/Name&amp;gt;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;lt;Importer&amp;gt;&lt;strong&gt;FbxImporter&lt;/strong&gt;&amp;lt;/Importer&amp;gt;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;lt;Processor&amp;gt;&lt;strong&gt;SkinnedModelProcessor&lt;/strong&gt;&amp;lt;/Processor&amp;gt;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;lt;ProcessorParameters_GenerateTangentFrame&amp;gt;True&amp;lt;/ProcessorParameters_GenerateTangentFrame&amp;gt;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;lt;/Compile&amp;gt;&lt;br&gt;
&lt;/div&gt;</description><author>roonda</author><pubDate>Mon, 23 Jun 2008 15:43:38 GMT</pubDate><guid isPermaLink="false">New Post: Content processor type name 20080623034338P</guid></item><item><title>New Post: Help!!!</title><link>http://www.codeplex.com/animationcomponents/Thread/View.aspx?ThreadId=29903</link><description>&lt;div style="line-height: normal;"&gt;Here are some picture of what i actually try to do.&lt;br&gt;
&lt;br&gt;
Model with animation&lt;br&gt;
&lt;br&gt;
http://www.cs.ucy.ac.cy/~cs03aa1/how.JPG&lt;br&gt;
&lt;br&gt;
The model is with out animation&lt;br&gt;
&lt;br&gt;
http://www.cs.ucy.ac.cy/~cs03aa1/ex.JPG &lt;br&gt;
&lt;br&gt;
Above code gives completely wrong results&lt;br&gt;
&lt;/div&gt;</description><author>ApoelAlex</author><pubDate>Fri, 20 Jun 2008 23:43:09 GMT</pubDate><guid isPermaLink="false">New Post: Help!!! 20080620114309P</guid></item><item><title>New Post: Help!!!</title><link>http://www.codeplex.com/animationcomponents/Thread/View.aspx?ThreadId=29903</link><description>&lt;div style="line-height: normal;"&gt;&lt;br&gt;
&lt;div style="border-style:dotted none;border-color:rgb(170, 170, 170) -moz-use-text-color;border-width:0.1em medium;margin:1em 0em 2.5em 3em;padding:0.2em;font-style:italic"&gt;&lt;br&gt;
JeRET wrote:&lt;br&gt;
Make sure that the zero-point of your head model is at the right position (the zero point will be connected to the Head Bone of the body).&lt;br&gt;
before you draw the model, you must set the Matrix of the Head.&lt;br&gt;
Use this Method inside your Body Model to get the right Position:&lt;br&gt;
GetAbsoluteTransform( HeadBoneIndexOrName )&lt;br&gt;
&lt;br&gt;
If your Body is rotated and translated, you must add these transformations to the matrix of the head.&lt;br&gt;
&lt;br&gt;
the whole calculation is something like this:&lt;br&gt;
HeadModel.World= BodyModel.GetAbsoluteTransform( HeadBoneIndex ) * BodyRotationMatrix * BodyTranslationMatrix;&lt;br&gt;
&lt;br&gt;
Edit: I didn't tested it, but maybe you can replace the Rotation and Translation Matrix with the World Matrix of the Body Model:&lt;br&gt;
HeadModel.World= BodyModel.GetAbsoluteTransform( HeadBoneIndex ) * BodyModel.World;&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&lt;/div&gt;
Ok, so far here is my code. Please correct if am wrong (am quide wrong :-)&amp;nbsp; )&lt;br&gt;
&lt;br&gt;
// blah.....&lt;br&gt;
Matrix[] trans;&lt;br&gt;
&lt;br&gt;
// Copying the bones absolute trasnform to the table.&lt;br&gt;
this.trans = new Matrix[this.list[0].returnModel().Bones.Count];&lt;br&gt;
this.list[0].returnModel().CopyAbsoluteBoneTransformsTo(trans);&lt;br&gt;
&lt;br&gt;
// Here's the code for drawing the head model&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; private void DrawFacial(int index)&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; {&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; foreach (ModelMesh mesh in this.list2[index].returnModel().Meshes)&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; {&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; foreach (Effect effect in mesh.Effects)&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; {&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; if (effect is BasicEffect)&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; {&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; BasicEffect basic = (BasicEffect)effect;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; basic.View = this.camera.ViewMatrix;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; basic.Projection = this.camera.ProjectionMatrix;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; basic.EnableDefaultLighting();&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; basic.DirectionalLight0.Direction = lightPos;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; basic.World = Matrix.CreateTranslation(-0.8f, 111f, 0f) *&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Matrix.CreateScale(0.073f) *&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Matrix.CreateRotationY(33f) *&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; trans[0]; // asuming that head bones is the first one....&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; }&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; }&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; mesh.Draw();&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; }&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; }&lt;br&gt;
&lt;br&gt;
Am getting the trasform table only on load. I have to take the trasfer table after drawing each body model? &lt;br&gt;
&lt;br&gt;
If am using different scales for body and head, then what?&lt;br&gt;
&lt;br&gt;
Thanks for the help!&lt;br&gt;
&lt;/div&gt;</description><author>ApoelAlex</author><pubDate>Fri, 20 Jun 2008 18:01:44 GMT</pubDate><guid isPermaLink="false">New Post: Help!!! 20080620060144P</guid></item><item><title>New Post: Help!!!</title><link>http://www.codeplex.com/animationcomponents/Thread/View.aspx?ThreadId=29903</link><description>&lt;div style="line-height: normal;"&gt;Make sure that the zero-point of your head model is at the right position (the zero point will be connected to the Head Bone of the body).&lt;br&gt;
before you draw the model, you must set the Matrix of the Head.&lt;br&gt;
Use this Method inside your Body Model to get the right Position:&lt;br&gt;
GetAbsoluteTransform( HeadBoneIndexOrName )&lt;br&gt;
&lt;br&gt;
If your Body is rotated and translated, you must add these transformations to the matrix of the head.&lt;br&gt;
&lt;br&gt;
the whole calculation is something like this:&lt;br&gt;
HeadModel.World= BodyModel.GetAbsoluteTransform( HeadBoneIndex ) * BodyRotationMatrix * BodyTranslationMatrix;&lt;br&gt;
&lt;br&gt;
Edit: I didn't tested it, but maybe you can replace the Rotation and Translation Matrix with the World Matrix of the Body Model:&lt;br&gt;
HeadModel.World= BodyModel.GetAbsoluteTransform( HeadBoneIndex ) * BodyModel.World;&lt;br&gt;
&lt;/div&gt;</description><author>JeRET</author><pubDate>Fri, 20 Jun 2008 10:23:20 GMT</pubDate><guid isPermaLink="false">New Post: Help!!! 20080620102320A</guid></item><item><title>New Post: Help!!!</title><link>http://www.codeplex.com/animationcomponents/Thread/View.aspx?ThreadId=29903</link><description>&lt;div style="line-height: normal;"&gt;Hello&lt;br&gt;
&lt;br&gt;
Can anyone tell me how to attach a head to a headless model (with animation) using code. &lt;br&gt;
&lt;br&gt;
*I am going to use the head for facial animation.&lt;br&gt;
&lt;br&gt;
Thanks for the help.&lt;br&gt;
&lt;/div&gt;</description><author>ApoelAlex</author><pubDate>Wed, 18 Jun 2008 22:40:25 GMT</pubDate><guid isPermaLink="false">New Post: Help!!! 20080618104025P</guid></item><item><title>New Post: Additional shaders on the animated model</title><link>http://www.codeplex.com/animationcomponents/Thread/View.aspx?ThreadId=29880</link><description>&lt;div style="line-height: normal;"&gt;Any suggestions as how to go about adding more shaders to an animated model with this library? &lt;br&gt;
With the library when the model renders it has no shades at all, I'm using a shader to render my static models that adds shadows, and was wondering how I could incorporate that into the pipeline for the animated models, would I have to modify SkinEffect.fx to add the shading or can I just pass the model through both shaders?&lt;br&gt;
&lt;br&gt;
Thanks&lt;br&gt;
&lt;/div&gt;</description><author>escher</author><pubDate>Wed, 18 Jun 2008 17:16:50 GMT</pubDate><guid isPermaLink="false">New Post: Additional shaders on the animated model 20080618051650P</guid></item><item><title>New Post: World Matrix!</title><link>http://www.codeplex.com/animationcomponents/Thread/View.aspx?ThreadId=29652</link><description>&lt;div style="line-height: normal;"&gt;ignore my insane ramblings, I;ve got it wokring :))
&lt;/div&gt;</description><author>Kilanirax</author><pubDate>Sat, 14 Jun 2008 12:23:27 GMT</pubDate><guid isPermaLink="false">New Post: World Matrix! 20080614122327P</guid></item><item><title>New Post: World Matrix!</title><link>http://www.codeplex.com/animationcomponents/Thread/View.aspx?ThreadId=29652</link><description>&lt;div style="line-height: normal;"&gt;Hi all, this may seem like a simple Q and I have tried many of the solutions in the forums but none seem to work....&lt;br&gt;
&lt;br&gt;
I've gone through the new tutorial for XNA 2.0 and have loaded and drawn the dwarf model - even got the animations running and everything.&lt;br&gt;
&lt;br&gt;
However, I can't seem to apply a world matrix transform to it to scale and move it to fit my landscape...&lt;br&gt;
&lt;br&gt;
As you can see from the code below, I've tried&amp;nbsp; applying the worldMatrix transform in 4 places, including playerAnimator.World.&lt;br&gt;
&lt;br&gt;
None of them have had any effect on the rendering of the dwarf...&lt;br&gt;
&lt;br&gt;
Please help :)&lt;br&gt;
&lt;br&gt;
&lt;span style="font-size:13px;color:#2b91af"&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;
&lt;p&gt;Matrix&lt;/p&gt;
&lt;/span&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;/span&gt;
&lt;p&gt;&lt;span style="font-size:13px"&gt; worldMatrix = &lt;/span&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;Matrix&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt;.CreateScale(0.5f, 0.5f, 0.5f) * &lt;/span&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;Matrix&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt;.CreateRotationY(&lt;/span&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;MathHelper&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt;.Pi) * &lt;/span&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;Matrix&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt;.CreateTranslation(&lt;/span&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;new&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt; &lt;/span&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;Vector3&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt;(0, 10, 0));
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;view = &lt;/p&gt;
&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;Matrix&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt;.CreateLookAt(cameraPosition, cameraTarget, &lt;/span&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;Vector3&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt;.Up);
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;Matrix&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt; projection = &lt;/span&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;Matrix&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt;.CreatePerspectiveFieldOfView(&lt;/span&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;MathHelper&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt;.PiOver4, (&lt;/span&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;float&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt;)port.Width / port.Height, .1f, 100000f);
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;Model&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt; model = Content.Load&amp;lt;&lt;/span&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;Model&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt;&amp;gt;(&lt;/span&gt;&lt;span style="font-size:13px;color:#a31515"&gt;&lt;span style="font-size:13px;color:#a31515"&gt;&amp;quot;dwarfmodel&amp;quot;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt;);
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;Effect&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt; myEffect = Content.Load&amp;lt;&lt;/span&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;Effect&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt;&amp;gt;(&lt;/span&gt;&lt;span style="font-size:13px;color:#a31515"&gt;&lt;span style="font-size:13px;color:#a31515"&gt;&amp;quot;skinFX&amp;quot;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt;);
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;foreach&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt; (&lt;/span&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;ModelMesh&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt; mesh &lt;/span&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;in&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt; model.Meshes)
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;{&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;foreach&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt; (&lt;/span&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;ModelMeshPart&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt; part &lt;/span&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;in&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt; mesh.MeshParts)
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;{&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;BasicPaletteEffect&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt; oldEffect = (&lt;/span&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;BasicPaletteEffect&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt;)part.Effect;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;Effect&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt; newEffect = myEffect.Clone(graphics.GraphicsDevice);
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;newEffect.Parameters[&lt;/p&gt;
&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:13px;color:#a31515"&gt;&lt;span style="font-size:13px;color:#a31515"&gt;&amp;quot;BasicTexture&amp;quot;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt;].SetValue(oldEffect.Texture);
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;newEffect.Parameters[&lt;/p&gt;
&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:13px;color:#a31515"&gt;&lt;span style="font-size:13px;color:#a31515"&gt;&amp;quot;World&amp;quot;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt;].SetValue(worldMatrix);
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;newEffect.Parameters[&lt;/p&gt;
&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:13px;color:#a31515"&gt;&lt;span style="font-size:13px;color:#a31515"&gt;&amp;quot;View&amp;quot;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt;].SetValue(view);
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;newEffect.Parameters[&lt;/p&gt;
&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:13px;color:#a31515"&gt;&lt;span style="font-size:13px;color:#a31515"&gt;&amp;quot;Projection&amp;quot;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt;].SetValue(projection);
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;part.Effect = newEffect;&lt;/p&gt;
&lt;p&gt;oldEffect.Dispose();&lt;/p&gt;
&lt;p&gt;}&lt;/p&gt;
&lt;p&gt;}&lt;/p&gt;
&lt;p&gt;playerAnimator = &lt;/p&gt;
&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;new&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt; &lt;/span&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;ModelAnimator&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt;(&lt;/span&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;this&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt;, model);
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;foreach&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt; (&lt;/span&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;ModelMesh&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt; mesh &lt;/span&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;in&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt; model.Meshes)
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;{&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;foreach&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt; (&lt;/span&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;Effect&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt; currentEffect &lt;/span&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;in&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt; mesh.Effects)
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;{&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;if&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt; (currentEffect &lt;/span&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;is&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt; &lt;/span&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;BasicEffect&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt;)
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;{&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;BasicEffect&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt; basic = (&lt;/span&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;BasicEffect&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt;)currentEffect;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;playerAnimator.World = worldMatrix;&lt;/p&gt;
&lt;p&gt;basic.World = worldMatrix;&lt;/p&gt;
&lt;p&gt;basic.View = view;&lt;/p&gt;
&lt;p&gt;basic.Projection = projection;&lt;/p&gt;
&lt;p&gt;}&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;else&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt; &lt;/span&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;if&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt; (currentEffect &lt;/span&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;is&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt; &lt;/span&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;BasicPaletteEffect&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt;)
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;{&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;BasicPaletteEffect&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt; palette = (&lt;/span&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;BasicPaletteEffect&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt;)currentEffect;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;playerAnimator.World = worldMatrix;&lt;/p&gt;
&lt;p&gt;palette.World = worldMatrix;&lt;/p&gt;
&lt;p&gt;palette.View = view;&lt;/p&gt;
&lt;p&gt;palette.Projection = projectionMatrix;&lt;/p&gt;
&lt;p&gt;palette.EnableDefaultLighting();&lt;/p&gt;
&lt;p&gt;palette.DirectionalLight0.Direction = &lt;/p&gt;
&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;new&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt; &lt;/span&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;Vector3&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:13px"&gt;(0, 0, 1);
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;}&lt;/p&gt;
&lt;p&gt;}&lt;/p&gt;
&lt;p&gt;}&lt;/p&gt;
&lt;/span&gt;&lt;/p&gt;
&lt;/div&gt;</description><author>Kilanirax</author><pubDate>Sat, 14 Jun 2008 11:19:47 GMT</pubDate><guid isPermaLink="false">New Post: World Matrix! 20080614111947A</guid></item></channel></rss>