Created by David Astle, the goal of this project is to make a library of animation components that allows programmers to easily animate their models. The XNA framework makes many parts of game development very comfortable, but due to time limitations and inconclusive feedback from the DirectX solution to animation, they have decided to exclude an animation framework in their API. The source code has been updated to work in XNA 4.0, but the binaries have not. Also, you will need to use your own effect instead of the BasicPalleteEffect due to changes in the XNA 4.0 Framework.
Features
- Skinned and unskinned animation
- Models with multiple meshes
- Ability to split up single animations into multiple animations based on xml file configuration
- Animations pre-interpolated to 60 frames per second in pipeline
- Works on fbx, x, asf/amc, and bvh formats
- Custom ASCII .X importer works on some models that XNA .X importer rejects
- Works on models with any number of bones (if a mesh has too many bones for the shader, splits the mesh up into multiple meshes)
- Animation blending
- Allows each bone to be attached to a different animation controller
- Allows manual setting of bone transforms
- Framework for custom content pipleine animation and model processing
- Allows use of custom .fx effects
- Has a model viewer that works like directx mesh viewer
- Allows objects to be attached to bones