<?xml version="1.0"?><?xml-stylesheet type="text/xsl" href="/rss.xsl"?><rss version="2.0"><channel><title>animationcomponents Wiki &amp; Documentation Rss Feed</title><link>http://www.codeplex.com/Wiki/View.aspx?ProjectName=animationcomponents&amp;title=Home</link><description>animationcomponents Wiki Rss Description</description><item><title>New Comment on "Documentation"</title><link>https://animationcomponents.codeplex.com/documentation?&amp;ANCHOR#C27287</link><description>Hello everyone, I just wanted to share some knowledges I&amp;#39;ve been gaining through the years that may be useful. I don&amp;#39;t know if this will work for everyone but it seems to work fine at least for me.&amp;#10;&amp;#10;-Tips to Export models from 3Ds Max with Panda in order to use with XNA Animation Component Library&amp;#58;&amp;#10; http&amp;#58;&amp;#47;&amp;#47;www.abstractfactory.com.ar&amp;#47;diegoCosta&amp;#47;images&amp;#47;XNA&amp;#47;XNA-ACL-Export1.jpg&amp;#10;&amp;#10;-Tips to get animations right in XNA if the model is fine but animations are not being played correctly&amp;#10; http&amp;#58;&amp;#47;&amp;#47;www.abstractfactory.com.ar&amp;#47;diegoCosta&amp;#47;images&amp;#47;XNA&amp;#47;XNA-ACL-Import1.jpg&amp;#10;&amp;#10;&amp;#10;I hope it helps&amp;#33;&amp;#10;cheers,&amp;#10;Synth&amp;#10;&amp;#10;&amp;#40;originally posted on Jun 5, 2011 at 4&amp;#58;45 AM&amp;#41;</description><author>Synthesizer</author><pubDate>Tue, 23 Apr 2013 23:28:06 GMT</pubDate><guid isPermaLink="false">New Comment on "Documentation" 20130423112806P</guid></item><item><title>Updated Wiki: Home</title><link>http://animationcomponents.codeplex.com/wikipage?version=192</link><description>&lt;div class="wikidoc"&gt;&lt;h2&gt;News 8-31-2012&lt;/h2&gt;
&lt;b&gt;I updated the source code to work for XNA 4.0, but due to the uncertain future of XNA, I am going to hold off on updating the rest of this site.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;The source code has been updated to support 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 framework. I will be making a new release soon and updating the tutorial.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;For a quick and easy test of the new code, download the following and compile it after updating to the latest version of XNA. It will demonstrate the completed tutorial:&lt;/b&gt;&lt;br /&gt;&lt;a href="http://download-codeplex.sec.s-msft.com/Download?ProjectName=animationcomponents&amp;amp;DownloadId=478827"&gt;http://download-codeplex.sec.s-msft.com/Download?ProjectName=animationcomponents&amp;amp;DownloadId=478827&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;The wonderful model used in the tutorials was made by Psionic (&lt;a href="http://www.psionic3d.co.uk"&gt;http://www.psionic3d.co.uk&lt;/a&gt;) and he was kind enough to let me use it.&lt;br /&gt;&lt;br /&gt;- &lt;b&gt;Beta release 1.0.2.0 is out.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;- &lt;b&gt;See changelog in release section for changes.&lt;/b&gt;&lt;br /&gt;
&lt;h2&gt;Tutorials&lt;/h2&gt;- &lt;b&gt;Tutorials are not updated yet for the new release, so not all sections are guaranteed to work.&lt;/b&gt;&lt;br /&gt;- &lt;b&gt;Click here: &lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Tutorial%20Home&amp;referringTitle=Home"&gt;Tutorial Home&lt;/a&gt; to visit the tutorial section.&lt;/b&gt;&lt;br /&gt;
&lt;h2&gt;FAQ&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;How do I use this library? 
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;You can learn how to use the library by taking the tutorial at &lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Tutorial%20Home&amp;referringTitle=Home"&gt;Tutorial Home&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;What types of animations does the library support?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;The library supports skinned and unskinned bone animations, and mesh hierarchy animations.&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;What are the features of the library?&lt;/li&gt;&lt;/ul&gt;
- Skinned and unskinned animation&lt;br /&gt;- Models with multiple meshes&lt;br /&gt;- Ability to split up single animations into multiple animations based on xml file configuration&lt;br /&gt;- Animations pre-interpolated to 60 frames per second in pipeline&lt;br /&gt;- Works on fbx, x, asf/amc, and bvh formats&lt;br /&gt;- Custom ASCII .X importer works on some models that XNA .X importer rejects&lt;br /&gt;- 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)&lt;br /&gt;- Animation blending&lt;br /&gt;- Allows each bone to be attached to a different animation controller&lt;br /&gt;- Allows manual setting of bone transforms&lt;br /&gt;- Framework for custom content pipleine animation and model processing&lt;br /&gt;- Allows use of custom .fx effects&lt;br /&gt;- Has a model viewer that works like directx mesh viewer&lt;br /&gt;- Allows objects to be attached to bones
&lt;ul&gt;&lt;li&gt;What file formats and importers does the library support?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Supported%20File%20Formats&amp;referringTitle=Home"&gt;Supported File Formats&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;How do I compile the source for Windows or XBox 360?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Compilation%20Info&amp;referringTitle=Home"&gt;Compilation Info&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;In the ModelAnimator, why do I need to set the World Matrix but not the View and Projection matrices?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Setting%20View%2fProjection%20Matrices&amp;referringTitle=Home"&gt;Setting View&amp;#47;Projection Matrices&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;In the ModelAnimator, where is the code that draws the model?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Drawing%20Code&amp;referringTitle=Home"&gt;Drawing Code&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Troubleshooting&amp;referringTitle=Home"&gt;Troubleshooting&lt;/a&gt;&lt;/h2&gt;
&lt;h2&gt;Project Description&lt;/h2&gt;
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.&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>dastle</author><pubDate>Fri, 31 Aug 2012 20:51:52 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20120831085152P</guid></item><item><title>Updated Wiki: Home</title><link>http://animationcomponents.codeplex.com/wikipage?version=191</link><description>&lt;div class="wikidoc"&gt;&lt;h2&gt;News&lt;/h2&gt;
&lt;b&gt;I updated the source code to work for XNA 4.0, but due to the uncertain future of XNA, I am going to hold off on updating the rest of this site.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;The source code has been updated to support 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 framework. I will be making a new release soon and updating the tutorial.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;For a quick and easy test of the new code, download the following and compile it after updating to the latest version of XNA. It will demonstrate the completed tutorial:&lt;/b&gt;&lt;br /&gt;&lt;a href="http://download-codeplex.sec.s-msft.com/Download?ProjectName=animationcomponents&amp;amp;DownloadId=478827"&gt;http://download-codeplex.sec.s-msft.com/Download?ProjectName=animationcomponents&amp;amp;DownloadId=478827&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;The wonderful model used in the tutorials was made by Psionic (&lt;a href="http://www.psionic3d.co.uk"&gt;http://www.psionic3d.co.uk&lt;/a&gt;) and he was kind enough to let me use it.&lt;br /&gt;&lt;br /&gt;- &lt;b&gt;Beta release 1.0.2.0 is out.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;- &lt;b&gt;See changelog in release section for changes.&lt;/b&gt;&lt;br /&gt;
&lt;h2&gt;Tutorials&lt;/h2&gt;- &lt;b&gt;Tutorials are not updated yet for the new release, so not all sections are guaranteed to work.&lt;/b&gt;&lt;br /&gt;- &lt;b&gt;Click here: &lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Tutorial%20Home&amp;referringTitle=Home"&gt;Tutorial Home&lt;/a&gt; to visit the tutorial section.&lt;/b&gt;&lt;br /&gt;
&lt;h2&gt;FAQ&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;How do I use this library? 
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;You can learn how to use the library by taking the tutorial at &lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Tutorial%20Home&amp;referringTitle=Home"&gt;Tutorial Home&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;What types of animations does the library support?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;The library supports skinned and unskinned bone animations, and mesh hierarchy animations.&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;What are the features of the library?&lt;/li&gt;&lt;/ul&gt;
- Skinned and unskinned animation&lt;br /&gt;- Models with multiple meshes&lt;br /&gt;- Ability to split up single animations into multiple animations based on xml file configuration&lt;br /&gt;- Animations pre-interpolated to 60 frames per second in pipeline&lt;br /&gt;- Works on fbx, x, asf/amc, and bvh formats&lt;br /&gt;- Custom ASCII .X importer works on some models that XNA .X importer rejects&lt;br /&gt;- 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)&lt;br /&gt;- Animation blending&lt;br /&gt;- Allows each bone to be attached to a different animation controller&lt;br /&gt;- Allows manual setting of bone transforms&lt;br /&gt;- Framework for custom content pipleine animation and model processing&lt;br /&gt;- Allows use of custom .fx effects&lt;br /&gt;- Has a model viewer that works like directx mesh viewer&lt;br /&gt;- Allows objects to be attached to bones
&lt;ul&gt;&lt;li&gt;What file formats and importers does the library support?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Supported%20File%20Formats&amp;referringTitle=Home"&gt;Supported File Formats&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;How do I compile the source for Windows or XBox 360?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Compilation%20Info&amp;referringTitle=Home"&gt;Compilation Info&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;In the ModelAnimator, why do I need to set the World Matrix but not the View and Projection matrices?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Setting%20View%2fProjection%20Matrices&amp;referringTitle=Home"&gt;Setting View&amp;#47;Projection Matrices&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;In the ModelAnimator, where is the code that draws the model?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Drawing%20Code&amp;referringTitle=Home"&gt;Drawing Code&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Troubleshooting&amp;referringTitle=Home"&gt;Troubleshooting&lt;/a&gt;&lt;/h2&gt;
&lt;h2&gt;Project Description&lt;/h2&gt;
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.&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>dastle</author><pubDate>Thu, 30 Aug 2012 13:22:13 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20120830012213P</guid></item><item><title>Updated Wiki: Home</title><link>http://animationcomponents.codeplex.com/wikipage?version=190</link><description>&lt;div class="wikidoc"&gt;&lt;h2&gt;News&lt;/h2&gt;
&lt;b&gt;I updated the source code to work for XNA 4.0, but due to the uncertain future of XNA, I am not going to update the rest of the site.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;The source code has been updated to support 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 framework. I will be making a new release soon and updating the tutorial.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;For a quick and easy test of the new code, download the following and compile it after updating to the latest version of XNA. It will demonstrate the completed tutorial:&lt;/b&gt;&lt;br /&gt;&lt;a href="http://download-codeplex.sec.s-msft.com/Download?ProjectName=animationcomponents&amp;amp;DownloadId=478827"&gt;http://download-codeplex.sec.s-msft.com/Download?ProjectName=animationcomponents&amp;amp;DownloadId=478827&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;The wonderful model used in the tutorials was made by Psionic (&lt;a href="http://www.psionic3d.co.uk"&gt;http://www.psionic3d.co.uk&lt;/a&gt;) and he was kind enough to let me use it.&lt;br /&gt;&lt;br /&gt;- &lt;b&gt;Beta release 1.0.2.0 is out.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;- &lt;b&gt;See changelog in release section for changes.&lt;/b&gt;&lt;br /&gt;
&lt;h2&gt;Tutorials&lt;/h2&gt;- &lt;b&gt;Tutorials are not updated yet for the new release, so not all sections are guaranteed to work.&lt;/b&gt;&lt;br /&gt;- &lt;b&gt;Click here: &lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Tutorial%20Home&amp;referringTitle=Home"&gt;Tutorial Home&lt;/a&gt; to visit the tutorial section.&lt;/b&gt;&lt;br /&gt;
&lt;h2&gt;FAQ&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;How do I use this library? 
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;You can learn how to use the library by taking the tutorial at &lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Tutorial%20Home&amp;referringTitle=Home"&gt;Tutorial Home&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;What types of animations does the library support?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;The library supports skinned and unskinned bone animations, and mesh hierarchy animations.&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;What are the features of the library?&lt;/li&gt;&lt;/ul&gt;
- Skinned and unskinned animation&lt;br /&gt;- Models with multiple meshes&lt;br /&gt;- Ability to split up single animations into multiple animations based on xml file configuration&lt;br /&gt;- Animations pre-interpolated to 60 frames per second in pipeline&lt;br /&gt;- Works on fbx, x, asf/amc, and bvh formats&lt;br /&gt;- Custom ASCII .X importer works on some models that XNA .X importer rejects&lt;br /&gt;- 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)&lt;br /&gt;- Animation blending&lt;br /&gt;- Allows each bone to be attached to a different animation controller&lt;br /&gt;- Allows manual setting of bone transforms&lt;br /&gt;- Framework for custom content pipleine animation and model processing&lt;br /&gt;- Allows use of custom .fx effects&lt;br /&gt;- Has a model viewer that works like directx mesh viewer&lt;br /&gt;- Allows objects to be attached to bones
&lt;ul&gt;&lt;li&gt;What file formats and importers does the library support?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Supported%20File%20Formats&amp;referringTitle=Home"&gt;Supported File Formats&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;How do I compile the source for Windows or XBox 360?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Compilation%20Info&amp;referringTitle=Home"&gt;Compilation Info&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;In the ModelAnimator, why do I need to set the World Matrix but not the View and Projection matrices?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Setting%20View%2fProjection%20Matrices&amp;referringTitle=Home"&gt;Setting View&amp;#47;Projection Matrices&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;In the ModelAnimator, where is the code that draws the model?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Drawing%20Code&amp;referringTitle=Home"&gt;Drawing Code&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Troubleshooting&amp;referringTitle=Home"&gt;Troubleshooting&lt;/a&gt;&lt;/h2&gt;
&lt;h2&gt;Project Description&lt;/h2&gt;
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.&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>dastle</author><pubDate>Thu, 30 Aug 2012 13:13:10 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20120830011310P</guid></item><item><title>Updated Wiki: Home</title><link>http://animationcomponents.codeplex.com/wikipage?version=189</link><description>&lt;div class="wikidoc"&gt;&lt;h2&gt;Big News&lt;/h2&gt;
&lt;b&gt;The source code has been updated to support 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 framework. I will be making a new release soon and updating the tutorial.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;For a quick and easy test of the new code, download the following and compile it after updating to the latest version of XNA. It will demonstrate the completed tutorial:&lt;/b&gt;&lt;br /&gt;&lt;a href="http://download-codeplex.sec.s-msft.com/Download?ProjectName=animationcomponents&amp;amp;DownloadId=478827"&gt;http://download-codeplex.sec.s-msft.com/Download?ProjectName=animationcomponents&amp;amp;DownloadId=478827&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;The wonderful model used in the tutorials was made by Psionic (&lt;a href="http://www.psionic3d.co.uk"&gt;http://www.psionic3d.co.uk&lt;/a&gt;) and he was kind enough to let me use it.&lt;br /&gt;&lt;br /&gt;- &lt;b&gt;Beta release 1.0.2.0 is out.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;- &lt;b&gt;See changelog in release section for changes.&lt;/b&gt;&lt;br /&gt;
&lt;h2&gt;Tutorials&lt;/h2&gt;- &lt;b&gt;Tutorials are not updated yet for the new release, so not all sections are guaranteed to work.&lt;/b&gt;&lt;br /&gt;- &lt;b&gt;Click here: &lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Tutorial%20Home&amp;referringTitle=Home"&gt;Tutorial Home&lt;/a&gt; to visit the tutorial section.&lt;/b&gt;&lt;br /&gt;
&lt;h2&gt;FAQ&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;How do I use this library? 
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;You can learn how to use the library by taking the tutorial at &lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Tutorial%20Home&amp;referringTitle=Home"&gt;Tutorial Home&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;What types of animations does the library support?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;The library supports skinned and unskinned bone animations, and mesh hierarchy animations.&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;What are the features of the library?&lt;/li&gt;&lt;/ul&gt;
- Skinned and unskinned animation&lt;br /&gt;- Models with multiple meshes&lt;br /&gt;- Ability to split up single animations into multiple animations based on xml file configuration&lt;br /&gt;- Animations pre-interpolated to 60 frames per second in pipeline&lt;br /&gt;- Works on fbx, x, asf/amc, and bvh formats&lt;br /&gt;- Custom ASCII .X importer works on some models that XNA .X importer rejects&lt;br /&gt;- 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)&lt;br /&gt;- Animation blending&lt;br /&gt;- Allows each bone to be attached to a different animation controller&lt;br /&gt;- Allows manual setting of bone transforms&lt;br /&gt;- Framework for custom content pipleine animation and model processing&lt;br /&gt;- Allows use of custom .fx effects&lt;br /&gt;- Has a model viewer that works like directx mesh viewer&lt;br /&gt;- Allows objects to be attached to bones
&lt;ul&gt;&lt;li&gt;What file formats and importers does the library support?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Supported%20File%20Formats&amp;referringTitle=Home"&gt;Supported File Formats&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;How do I compile the source for Windows or XBox 360?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Compilation%20Info&amp;referringTitle=Home"&gt;Compilation Info&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;In the ModelAnimator, why do I need to set the World Matrix but not the View and Projection matrices?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Setting%20View%2fProjection%20Matrices&amp;referringTitle=Home"&gt;Setting View&amp;#47;Projection Matrices&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;In the ModelAnimator, where is the code that draws the model?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Drawing%20Code&amp;referringTitle=Home"&gt;Drawing Code&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Troubleshooting&amp;referringTitle=Home"&gt;Troubleshooting&lt;/a&gt;&lt;/h2&gt;
&lt;h2&gt;Project Description&lt;/h2&gt;
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.&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>dastle</author><pubDate>Thu, 30 Aug 2012 12:58:41 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20120830125841P</guid></item><item><title>Updated Wiki: Home</title><link>http://animationcomponents.codeplex.com/wikipage?version=188</link><description>&lt;div class="wikidoc"&gt;&lt;h2&gt;Big News&lt;/h2&gt;
&lt;b&gt;The library code has been updated to support 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 framework. I will be making a new release soon and updating the tutorial.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;For a quick and easy test of the new code, download the following and compile it after updating to the latest version of XNA. It will demonstrate the completed tutorial:&lt;/b&gt;&lt;br /&gt;&lt;a href="http://download-codeplex.sec.s-msft.com/Download?ProjectName=animationcomponents&amp;amp;DownloadId=478827"&gt;http://download-codeplex.sec.s-msft.com/Download?ProjectName=animationcomponents&amp;amp;DownloadId=478827&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;The wonderful model used in the tutorials was made by Psionic (&lt;a href="http://www.psionic3d.co.uk"&gt;http://www.psionic3d.co.uk&lt;/a&gt;) and he was kind enough to let me use it.&lt;br /&gt;&lt;br /&gt;- &lt;b&gt;Beta release 1.0.2.0 is out.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;- &lt;b&gt;See changelog in release section for changes.&lt;/b&gt;&lt;br /&gt;
&lt;h2&gt;Tutorials&lt;/h2&gt;- &lt;b&gt;Tutorials are not updated yet for the new release, so not all sections are guaranteed to work.&lt;/b&gt;&lt;br /&gt;- &lt;b&gt;Click here: &lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Tutorial%20Home&amp;referringTitle=Home"&gt;Tutorial Home&lt;/a&gt; to visit the tutorial section.&lt;/b&gt;&lt;br /&gt;
&lt;h2&gt;FAQ&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;How do I use this library? 
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;You can learn how to use the library by taking the tutorial at &lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Tutorial%20Home&amp;referringTitle=Home"&gt;Tutorial Home&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;What types of animations does the library support?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;The library supports skinned and unskinned bone animations, and mesh hierarchy animations.&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;What are the features of the library?&lt;/li&gt;&lt;/ul&gt;
- Skinned and unskinned animation&lt;br /&gt;- Models with multiple meshes&lt;br /&gt;- Ability to split up single animations into multiple animations based on xml file configuration&lt;br /&gt;- Animations pre-interpolated to 60 frames per second in pipeline&lt;br /&gt;- Works on fbx, x, asf/amc, and bvh formats&lt;br /&gt;- Custom ASCII .X importer works on some models that XNA .X importer rejects&lt;br /&gt;- 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)&lt;br /&gt;- Animation blending&lt;br /&gt;- Allows each bone to be attached to a different animation controller&lt;br /&gt;- Allows manual setting of bone transforms&lt;br /&gt;- Framework for custom content pipleine animation and model processing&lt;br /&gt;- Allows use of custom .fx effects&lt;br /&gt;- Has a model viewer that works like directx mesh viewer&lt;br /&gt;- Allows objects to be attached to bones
&lt;ul&gt;&lt;li&gt;What file formats and importers does the library support?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Supported%20File%20Formats&amp;referringTitle=Home"&gt;Supported File Formats&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;How do I compile the source for Windows or XBox 360?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Compilation%20Info&amp;referringTitle=Home"&gt;Compilation Info&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;In the ModelAnimator, why do I need to set the World Matrix but not the View and Projection matrices?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Setting%20View%2fProjection%20Matrices&amp;referringTitle=Home"&gt;Setting View&amp;#47;Projection Matrices&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;In the ModelAnimator, where is the code that draws the model?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Drawing%20Code&amp;referringTitle=Home"&gt;Drawing Code&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Troubleshooting&amp;referringTitle=Home"&gt;Troubleshooting&lt;/a&gt;&lt;/h2&gt;
&lt;h2&gt;Project Description&lt;/h2&gt;
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.&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>dastle</author><pubDate>Thu, 30 Aug 2012 12:55:47 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20120830125547P</guid></item><item><title>Updated Wiki: Home</title><link>http://animationcomponents.codeplex.com/wikipage?version=187</link><description>&lt;div class="wikidoc"&gt;&lt;h2&gt;Big News&lt;/h2&gt;
&lt;b&gt;The library code has been updated to support 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 framework. I will be making a new release soon and updating the tutorial.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;For a quick and easy test of the new code, download the following and compile it after updating to the latest version of XNA:&lt;/b&gt;&lt;br /&gt;&lt;a href="http://download-codeplex.sec.s-msft.com/Download?ProjectName=animationcomponents&amp;amp;DownloadId=478827"&gt;http://download-codeplex.sec.s-msft.com/Download?ProjectName=animationcomponents&amp;amp;DownloadId=478827&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;The wonderful model used in the tutorials was made by Psionic (&lt;a href="http://www.psionic3d.co.uk"&gt;http://www.psionic3d.co.uk&lt;/a&gt;) and he was kind enough to let me use it.&lt;br /&gt;&lt;br /&gt;- &lt;b&gt;Beta release 1.0.2.0 is out.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;- &lt;b&gt;See changelog in release section for changes.&lt;/b&gt;&lt;br /&gt;
&lt;h2&gt;Tutorials&lt;/h2&gt;- &lt;b&gt;Tutorials are not updated yet for the new release, so not all sections are guaranteed to work.&lt;/b&gt;&lt;br /&gt;- &lt;b&gt;Click here: &lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Tutorial%20Home&amp;referringTitle=Home"&gt;Tutorial Home&lt;/a&gt; to visit the tutorial section.&lt;/b&gt;&lt;br /&gt;
&lt;h2&gt;FAQ&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;How do I use this library? 
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;You can learn how to use the library by taking the tutorial at &lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Tutorial%20Home&amp;referringTitle=Home"&gt;Tutorial Home&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;What types of animations does the library support?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;The library supports skinned and unskinned bone animations, and mesh hierarchy animations.&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;What are the features of the library?&lt;/li&gt;&lt;/ul&gt;
- Skinned and unskinned animation&lt;br /&gt;- Models with multiple meshes&lt;br /&gt;- Ability to split up single animations into multiple animations based on xml file configuration&lt;br /&gt;- Animations pre-interpolated to 60 frames per second in pipeline&lt;br /&gt;- Works on fbx, x, asf/amc, and bvh formats&lt;br /&gt;- Custom ASCII .X importer works on some models that XNA .X importer rejects&lt;br /&gt;- 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)&lt;br /&gt;- Animation blending&lt;br /&gt;- Allows each bone to be attached to a different animation controller&lt;br /&gt;- Allows manual setting of bone transforms&lt;br /&gt;- Framework for custom content pipleine animation and model processing&lt;br /&gt;- Allows use of custom .fx effects&lt;br /&gt;- Has a model viewer that works like directx mesh viewer&lt;br /&gt;- Allows objects to be attached to bones
&lt;ul&gt;&lt;li&gt;What file formats and importers does the library support?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Supported%20File%20Formats&amp;referringTitle=Home"&gt;Supported File Formats&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;How do I compile the source for Windows or XBox 360?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Compilation%20Info&amp;referringTitle=Home"&gt;Compilation Info&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;In the ModelAnimator, why do I need to set the World Matrix but not the View and Projection matrices?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Setting%20View%2fProjection%20Matrices&amp;referringTitle=Home"&gt;Setting View&amp;#47;Projection Matrices&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;In the ModelAnimator, where is the code that draws the model?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Drawing%20Code&amp;referringTitle=Home"&gt;Drawing Code&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Troubleshooting&amp;referringTitle=Home"&gt;Troubleshooting&lt;/a&gt;&lt;/h2&gt;
&lt;h2&gt;Project Description&lt;/h2&gt;
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.&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>dastle</author><pubDate>Thu, 30 Aug 2012 12:54:42 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20120830125442P</guid></item><item><title>Updated Wiki: Home</title><link>http://animationcomponents.codeplex.com/wikipage?version=186</link><description>&lt;div class="wikidoc"&gt;&lt;h2&gt;Big News&lt;/h2&gt;
&lt;b&gt;The library code has been updated to support 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 framework. I will be making a new release soon and updating the tutorial.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;*For a quick and easy test of the new code, download the following and compile it after updating to the latest version of XNA:&lt;br /&gt;&lt;a href="http://download-codeplex.sec.s-msft.com/Download?ProjectName=animationcomponents&amp;amp;DownloadId=478827"&gt;http://download-codeplex.sec.s-msft.com/Download?ProjectName=animationcomponents&amp;amp;DownloadId=478827&lt;/a&gt;*&lt;br /&gt;&lt;br /&gt;The wonderful model used in the tutorials was made by Psionic (&lt;a href="http://www.psionic3d.co.uk"&gt;http://www.psionic3d.co.uk&lt;/a&gt;) and he was kind enough to let me use it.&lt;br /&gt;&lt;br /&gt;- &lt;b&gt;Beta release 1.0.2.0 is out.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;- &lt;b&gt;See changelog in release section for changes.&lt;/b&gt;&lt;br /&gt;
&lt;h2&gt;Tutorials&lt;/h2&gt;- &lt;b&gt;Tutorials are not updated yet for the new release, so not all sections are guaranteed to work.&lt;/b&gt;&lt;br /&gt;- &lt;b&gt;Click here: &lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Tutorial%20Home&amp;referringTitle=Home"&gt;Tutorial Home&lt;/a&gt; to visit the tutorial section.&lt;/b&gt;&lt;br /&gt;
&lt;h2&gt;FAQ&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;How do I use this library? 
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;You can learn how to use the library by taking the tutorial at &lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Tutorial%20Home&amp;referringTitle=Home"&gt;Tutorial Home&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;What types of animations does the library support?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;The library supports skinned and unskinned bone animations, and mesh hierarchy animations.&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;What are the features of the library?&lt;/li&gt;&lt;/ul&gt;
- Skinned and unskinned animation&lt;br /&gt;- Models with multiple meshes&lt;br /&gt;- Ability to split up single animations into multiple animations based on xml file configuration&lt;br /&gt;- Animations pre-interpolated to 60 frames per second in pipeline&lt;br /&gt;- Works on fbx, x, asf/amc, and bvh formats&lt;br /&gt;- Custom ASCII .X importer works on some models that XNA .X importer rejects&lt;br /&gt;- 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)&lt;br /&gt;- Animation blending&lt;br /&gt;- Allows each bone to be attached to a different animation controller&lt;br /&gt;- Allows manual setting of bone transforms&lt;br /&gt;- Framework for custom content pipleine animation and model processing&lt;br /&gt;- Allows use of custom .fx effects&lt;br /&gt;- Has a model viewer that works like directx mesh viewer&lt;br /&gt;- Allows objects to be attached to bones
&lt;ul&gt;&lt;li&gt;What file formats and importers does the library support?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Supported%20File%20Formats&amp;referringTitle=Home"&gt;Supported File Formats&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;How do I compile the source for Windows or XBox 360?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Compilation%20Info&amp;referringTitle=Home"&gt;Compilation Info&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;In the ModelAnimator, why do I need to set the World Matrix but not the View and Projection matrices?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Setting%20View%2fProjection%20Matrices&amp;referringTitle=Home"&gt;Setting View&amp;#47;Projection Matrices&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;In the ModelAnimator, where is the code that draws the model?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Drawing%20Code&amp;referringTitle=Home"&gt;Drawing Code&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Troubleshooting&amp;referringTitle=Home"&gt;Troubleshooting&lt;/a&gt;&lt;/h2&gt;
&lt;h2&gt;Project Description&lt;/h2&gt;
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.&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>dastle</author><pubDate>Thu, 30 Aug 2012 12:54:35 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20120830125435P</guid></item><item><title>Updated Wiki: Home</title><link>http://animationcomponents.codeplex.com/wikipage?version=185</link><description>&lt;div class="wikidoc"&gt;&lt;h2&gt;Big News&lt;/h2&gt;
*The library code has been updated to support 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 framework. I will be making a new release soon and updating the tutorial.&lt;br /&gt;&lt;br /&gt;For a quick and easy test of the new code, download the following and compile it after updating to the latest version of XNA:&lt;br /&gt;&lt;a href="http://download-codeplex.sec.s-msft.com/Download?ProjectName=animationcomponents&amp;amp;DownloadId=478827"&gt;http://download-codeplex.sec.s-msft.com/Download?ProjectName=animationcomponents&amp;amp;DownloadId=478827&lt;/a&gt;*&lt;br /&gt;&lt;br /&gt;The wonderful model used in the tutorials was made by Psionic (&lt;a href="http://www.psionic3d.co.uk"&gt;http://www.psionic3d.co.uk&lt;/a&gt;) and he was kind enough to let me use it.&lt;br /&gt;&lt;br /&gt;- &lt;b&gt;Beta release 1.0.2.0 is out.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;- &lt;b&gt;See changelog in release section for changes.&lt;/b&gt;&lt;br /&gt;
&lt;h2&gt;Tutorials&lt;/h2&gt;- &lt;b&gt;Tutorials are not updated yet for the new release, so not all sections are guaranteed to work.&lt;/b&gt;&lt;br /&gt;- &lt;b&gt;Click here: &lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Tutorial%20Home&amp;referringTitle=Home"&gt;Tutorial Home&lt;/a&gt; to visit the tutorial section.&lt;/b&gt;&lt;br /&gt;
&lt;h2&gt;FAQ&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;How do I use this library? 
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;You can learn how to use the library by taking the tutorial at &lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Tutorial%20Home&amp;referringTitle=Home"&gt;Tutorial Home&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;What types of animations does the library support?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;The library supports skinned and unskinned bone animations, and mesh hierarchy animations.&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;What are the features of the library?&lt;/li&gt;&lt;/ul&gt;
- Skinned and unskinned animation&lt;br /&gt;- Models with multiple meshes&lt;br /&gt;- Ability to split up single animations into multiple animations based on xml file configuration&lt;br /&gt;- Animations pre-interpolated to 60 frames per second in pipeline&lt;br /&gt;- Works on fbx, x, asf/amc, and bvh formats&lt;br /&gt;- Custom ASCII .X importer works on some models that XNA .X importer rejects&lt;br /&gt;- 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)&lt;br /&gt;- Animation blending&lt;br /&gt;- Allows each bone to be attached to a different animation controller&lt;br /&gt;- Allows manual setting of bone transforms&lt;br /&gt;- Framework for custom content pipleine animation and model processing&lt;br /&gt;- Allows use of custom .fx effects&lt;br /&gt;- Has a model viewer that works like directx mesh viewer&lt;br /&gt;- Allows objects to be attached to bones
&lt;ul&gt;&lt;li&gt;What file formats and importers does the library support?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Supported%20File%20Formats&amp;referringTitle=Home"&gt;Supported File Formats&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;How do I compile the source for Windows or XBox 360?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Compilation%20Info&amp;referringTitle=Home"&gt;Compilation Info&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;In the ModelAnimator, why do I need to set the World Matrix but not the View and Projection matrices?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Setting%20View%2fProjection%20Matrices&amp;referringTitle=Home"&gt;Setting View&amp;#47;Projection Matrices&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;In the ModelAnimator, where is the code that draws the model?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Drawing%20Code&amp;referringTitle=Home"&gt;Drawing Code&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Troubleshooting&amp;referringTitle=Home"&gt;Troubleshooting&lt;/a&gt;&lt;/h2&gt;
&lt;h2&gt;Project Description&lt;/h2&gt;
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.&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>dastle</author><pubDate>Thu, 30 Aug 2012 12:54:26 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20120830125426P</guid></item><item><title>Updated Wiki: Home</title><link>http://animationcomponents.codeplex.com/wikipage?version=184</link><description>&lt;div class="wikidoc"&gt;&lt;h2&gt;Big News&lt;/h2&gt;
*The library code has been updated to support 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 framework. I will be making a new release soon and updating the tutorial.&lt;br /&gt;&lt;br /&gt;For a quick and easy test of the new code, download the following and compile it after updating to the latest version of XNA:&lt;br /&gt;&lt;a href="http://download-codeplex.sec.s-msft.com/Download?ProjectName=animationcomponents&amp;amp;DownloadId=478827"&gt;http://download-codeplex.sec.s-msft.com/Download?ProjectName=animationcomponents&amp;amp;DownloadId=478827&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;The wonderful model used in the tutorials was made by Psionic (&lt;a href="http://www.psionic3d.co.uk"&gt;http://www.psionic3d.co.uk&lt;/a&gt;) and he was kind enough to let me use it.&lt;br /&gt;&lt;br /&gt;- &lt;b&gt;Beta release 1.0.2.0 is out.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;- &lt;b&gt;See changelog in release section for changes.&lt;/b&gt;&lt;br /&gt;
&lt;h2&gt;Tutorials&lt;/h2&gt;- &lt;b&gt;Tutorials are not updated yet for the new release, so not all sections are guaranteed to work.&lt;/b&gt;&lt;br /&gt;- &lt;b&gt;Click here: &lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Tutorial%20Home&amp;referringTitle=Home"&gt;Tutorial Home&lt;/a&gt; to visit the tutorial section.&lt;/b&gt;&lt;br /&gt;
&lt;h2&gt;FAQ&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;How do I use this library? 
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;You can learn how to use the library by taking the tutorial at &lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Tutorial%20Home&amp;referringTitle=Home"&gt;Tutorial Home&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;What types of animations does the library support?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;The library supports skinned and unskinned bone animations, and mesh hierarchy animations.&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;What are the features of the library?&lt;/li&gt;&lt;/ul&gt;
- Skinned and unskinned animation&lt;br /&gt;- Models with multiple meshes&lt;br /&gt;- Ability to split up single animations into multiple animations based on xml file configuration&lt;br /&gt;- Animations pre-interpolated to 60 frames per second in pipeline&lt;br /&gt;- Works on fbx, x, asf/amc, and bvh formats&lt;br /&gt;- Custom ASCII .X importer works on some models that XNA .X importer rejects&lt;br /&gt;- 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)&lt;br /&gt;- Animation blending&lt;br /&gt;- Allows each bone to be attached to a different animation controller&lt;br /&gt;- Allows manual setting of bone transforms&lt;br /&gt;- Framework for custom content pipleine animation and model processing&lt;br /&gt;- Allows use of custom .fx effects&lt;br /&gt;- Has a model viewer that works like directx mesh viewer&lt;br /&gt;- Allows objects to be attached to bones
&lt;ul&gt;&lt;li&gt;What file formats and importers does the library support?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Supported%20File%20Formats&amp;referringTitle=Home"&gt;Supported File Formats&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;How do I compile the source for Windows or XBox 360?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Compilation%20Info&amp;referringTitle=Home"&gt;Compilation Info&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;In the ModelAnimator, why do I need to set the World Matrix but not the View and Projection matrices?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Setting%20View%2fProjection%20Matrices&amp;referringTitle=Home"&gt;Setting View&amp;#47;Projection Matrices&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;In the ModelAnimator, where is the code that draws the model?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Drawing%20Code&amp;referringTitle=Home"&gt;Drawing Code&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Troubleshooting&amp;referringTitle=Home"&gt;Troubleshooting&lt;/a&gt;&lt;/h2&gt;
&lt;h2&gt;Project Description&lt;/h2&gt;
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.&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>dastle</author><pubDate>Thu, 30 Aug 2012 12:54:13 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20120830125413P</guid></item><item><title>Updated Wiki: Home</title><link>http://animationcomponents.codeplex.com/wikipage?version=183</link><description>&lt;div class="wikidoc"&gt;&lt;h2&gt;Big News&lt;/h2&gt;
*The library code has been updated to support 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 framework. I will be making a new release soon and updating the tutorial.&lt;br /&gt;&lt;br /&gt;For a quick and easy test of the new code, download the following and compile it after updating to the latest version of XNA:&lt;br /&gt;http://download-codeplex.sec.s-msft.com/Download?ProjectName=animationcomponents&amp;amp;DownloadId=478827&lt;br /&gt;&lt;br /&gt;The wonderful model used in the tutorials was made by Psionic (&lt;a href="http://www.psionic3d.co.uk"&gt;http://www.psionic3d.co.uk&lt;/a&gt;) and he was kind enough to let me use it.&lt;br /&gt;&lt;br /&gt;- &lt;b&gt;Beta release 1.0.2.0 is out.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;- &lt;b&gt;See changelog in release section for changes.&lt;/b&gt;&lt;br /&gt;
&lt;h2&gt;Tutorials&lt;/h2&gt;- &lt;b&gt;Tutorials are not updated yet for the new release, so not all sections are guaranteed to work.&lt;/b&gt;&lt;br /&gt;- &lt;b&gt;Click here: &lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Tutorial%20Home&amp;referringTitle=Home"&gt;Tutorial Home&lt;/a&gt; to visit the tutorial section.&lt;/b&gt;&lt;br /&gt;
&lt;h2&gt;FAQ&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;How do I use this library? 
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;You can learn how to use the library by taking the tutorial at &lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Tutorial%20Home&amp;referringTitle=Home"&gt;Tutorial Home&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;What types of animations does the library support?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;The library supports skinned and unskinned bone animations, and mesh hierarchy animations.&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;What are the features of the library?&lt;/li&gt;&lt;/ul&gt;
- Skinned and unskinned animation&lt;br /&gt;- Models with multiple meshes&lt;br /&gt;- Ability to split up single animations into multiple animations based on xml file configuration&lt;br /&gt;- Animations pre-interpolated to 60 frames per second in pipeline&lt;br /&gt;- Works on fbx, x, asf/amc, and bvh formats&lt;br /&gt;- Custom ASCII .X importer works on some models that XNA .X importer rejects&lt;br /&gt;- 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)&lt;br /&gt;- Animation blending&lt;br /&gt;- Allows each bone to be attached to a different animation controller&lt;br /&gt;- Allows manual setting of bone transforms&lt;br /&gt;- Framework for custom content pipleine animation and model processing&lt;br /&gt;- Allows use of custom .fx effects&lt;br /&gt;- Has a model viewer that works like directx mesh viewer&lt;br /&gt;- Allows objects to be attached to bones
&lt;ul&gt;&lt;li&gt;What file formats and importers does the library support?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Supported%20File%20Formats&amp;referringTitle=Home"&gt;Supported File Formats&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;How do I compile the source for Windows or XBox 360?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Compilation%20Info&amp;referringTitle=Home"&gt;Compilation Info&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;In the ModelAnimator, why do I need to set the World Matrix but not the View and Projection matrices?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Setting%20View%2fProjection%20Matrices&amp;referringTitle=Home"&gt;Setting View&amp;#47;Projection Matrices&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;In the ModelAnimator, where is the code that draws the model?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Drawing%20Code&amp;referringTitle=Home"&gt;Drawing Code&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Troubleshooting&amp;referringTitle=Home"&gt;Troubleshooting&lt;/a&gt;&lt;/h2&gt;
&lt;h2&gt;Project Description&lt;/h2&gt;
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.&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>dastle</author><pubDate>Thu, 30 Aug 2012 12:53:50 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20120830125350P</guid></item><item><title>Updated Wiki: Home</title><link>http://animationcomponents.codeplex.com/wikipage?version=182</link><description>&lt;div class="wikidoc"&gt;&lt;h2&gt;Big News&lt;/h2&gt;
*The library code has been updated to support 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 framework. I will be making a new release soon and updating the tutorial.&lt;br /&gt;&lt;br /&gt;For a quick and easy test of the new code, download the following and compile it after updating to the latest version of XNA:&lt;br /&gt;&lt;span class="unresolved"&gt;Cannot resolve file macro, invalid file name or id.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;The wonderful model used in the tutorials was made by Psionic (&lt;a href="http://www.psionic3d.co.uk"&gt;http://www.psionic3d.co.uk&lt;/a&gt;) and he was kind enough to let me use it.&lt;br /&gt;&lt;br /&gt;- &lt;b&gt;Beta release 1.0.2.0 is out.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;- &lt;b&gt;See changelog in release section for changes.&lt;/b&gt;&lt;br /&gt;
&lt;h2&gt;Tutorials&lt;/h2&gt;- &lt;b&gt;Tutorials are not updated yet for the new release, so not all sections are guaranteed to work.&lt;/b&gt;&lt;br /&gt;- &lt;b&gt;Click here: &lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Tutorial%20Home&amp;referringTitle=Home"&gt;Tutorial Home&lt;/a&gt; to visit the tutorial section.&lt;/b&gt;&lt;br /&gt;
&lt;h2&gt;FAQ&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;How do I use this library? 
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;You can learn how to use the library by taking the tutorial at &lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Tutorial%20Home&amp;referringTitle=Home"&gt;Tutorial Home&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;What types of animations does the library support?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;The library supports skinned and unskinned bone animations, and mesh hierarchy animations.&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;What are the features of the library?&lt;/li&gt;&lt;/ul&gt;
- Skinned and unskinned animation&lt;br /&gt;- Models with multiple meshes&lt;br /&gt;- Ability to split up single animations into multiple animations based on xml file configuration&lt;br /&gt;- Animations pre-interpolated to 60 frames per second in pipeline&lt;br /&gt;- Works on fbx, x, asf/amc, and bvh formats&lt;br /&gt;- Custom ASCII .X importer works on some models that XNA .X importer rejects&lt;br /&gt;- 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)&lt;br /&gt;- Animation blending&lt;br /&gt;- Allows each bone to be attached to a different animation controller&lt;br /&gt;- Allows manual setting of bone transforms&lt;br /&gt;- Framework for custom content pipleine animation and model processing&lt;br /&gt;- Allows use of custom .fx effects&lt;br /&gt;- Has a model viewer that works like directx mesh viewer&lt;br /&gt;- Allows objects to be attached to bones
&lt;ul&gt;&lt;li&gt;What file formats and importers does the library support?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Supported%20File%20Formats&amp;referringTitle=Home"&gt;Supported File Formats&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;How do I compile the source for Windows or XBox 360?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Compilation%20Info&amp;referringTitle=Home"&gt;Compilation Info&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;In the ModelAnimator, why do I need to set the World Matrix but not the View and Projection matrices?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Setting%20View%2fProjection%20Matrices&amp;referringTitle=Home"&gt;Setting View&amp;#47;Projection Matrices&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;In the ModelAnimator, where is the code that draws the model?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Drawing%20Code&amp;referringTitle=Home"&gt;Drawing Code&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Troubleshooting&amp;referringTitle=Home"&gt;Troubleshooting&lt;/a&gt;&lt;/h2&gt;
&lt;h2&gt;Project Description&lt;/h2&gt;
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.&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>dastle</author><pubDate>Thu, 30 Aug 2012 12:53:35 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20120830125335P</guid></item><item><title>Updated Wiki: Home</title><link>http://animationcomponents.codeplex.com/wikipage?version=181</link><description>&lt;div class="wikidoc"&gt;&lt;h2&gt;Big News&lt;/h2&gt;
*The library code has been updated to support 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 framework. I will be making a new release soon and updating the tutorial.&lt;br /&gt;&lt;br /&gt;For a quick and easy test of the new code, download the following and compile it after updating to the latest version of XNA:&lt;br /&gt;&lt;span class="unresolved"&gt;Cannot resolve file macro, invalid file name or id.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;The wonderful model used in the tutorials was made by Psionic (&lt;a href="http://www.psionic3d.co.uk"&gt;http://www.psionic3d.co.uk&lt;/a&gt;) and he was kind enough to let me use it.&lt;br /&gt;&lt;br /&gt;- &lt;b&gt;Beta release 1.0.2.0 is out.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;- &lt;b&gt;See changelog in release section for changes.&lt;/b&gt;&lt;br /&gt;
&lt;h2&gt;Tutorials&lt;/h2&gt;- &lt;b&gt;Tutorials are not updated yet for the new release, so not all sections are guaranteed to work.&lt;/b&gt;&lt;br /&gt;- &lt;b&gt;Click here: &lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Tutorial%20Home&amp;referringTitle=Home"&gt;Tutorial Home&lt;/a&gt; to visit the tutorial section.&lt;/b&gt;&lt;br /&gt;
&lt;h2&gt;FAQ&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;How do I use this library? 
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;You can learn how to use the library by taking the tutorial at &lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Tutorial%20Home&amp;referringTitle=Home"&gt;Tutorial Home&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;What types of animations does the library support?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;The library supports skinned and unskinned bone animations, and mesh hierarchy animations.&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;What are the features of the library?&lt;/li&gt;&lt;/ul&gt;
- Skinned and unskinned animation&lt;br /&gt;- Models with multiple meshes&lt;br /&gt;- Ability to split up single animations into multiple animations based on xml file configuration&lt;br /&gt;- Animations pre-interpolated to 60 frames per second in pipeline&lt;br /&gt;- Works on fbx, x, asf/amc, and bvh formats&lt;br /&gt;- Custom ASCII .X importer works on some models that XNA .X importer rejects&lt;br /&gt;- 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)&lt;br /&gt;- Animation blending&lt;br /&gt;- Allows each bone to be attached to a different animation controller&lt;br /&gt;- Allows manual setting of bone transforms&lt;br /&gt;- Framework for custom content pipleine animation and model processing&lt;br /&gt;- Allows use of custom .fx effects&lt;br /&gt;- Has a model viewer that works like directx mesh viewer&lt;br /&gt;- Allows objects to be attached to bones
&lt;ul&gt;&lt;li&gt;What file formats and importers does the library support?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Supported%20File%20Formats&amp;referringTitle=Home"&gt;Supported File Formats&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;How do I compile the source for Windows or XBox 360?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Compilation%20Info&amp;referringTitle=Home"&gt;Compilation Info&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;In the ModelAnimator, why do I need to set the World Matrix but not the View and Projection matrices?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Setting%20View%2fProjection%20Matrices&amp;referringTitle=Home"&gt;Setting View&amp;#47;Projection Matrices&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;In the ModelAnimator, where is the code that draws the model?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Drawing%20Code&amp;referringTitle=Home"&gt;Drawing Code&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Troubleshooting&amp;referringTitle=Home"&gt;Troubleshooting&lt;/a&gt;&lt;/h2&gt;
&lt;h2&gt;Project Description&lt;/h2&gt;
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.&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>dastle</author><pubDate>Thu, 30 Aug 2012 12:51:50 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20120830125150P</guid></item><item><title>Updated Wiki: Home</title><link>http://animationcomponents.codeplex.com/wikipage?version=180</link><description>&lt;div class="wikidoc"&gt;&lt;h2&gt;News&lt;/h2&gt;
&lt;h2&gt;The library code has been updated to support 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 framework. I will be making a new release soon and updating the tutorial.&lt;/h2&gt;
The wonderful model used in the tutorials was made by Psionic (&lt;a href="http://www.psionic3d.co.uk"&gt;http://www.psionic3d.co.uk&lt;/a&gt;) and he was kind enough to let me use it.&lt;br /&gt;&lt;br /&gt;- &lt;b&gt;Beta release 1.0.2.0 is out.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;- &lt;b&gt;See changelog in release section for changes.&lt;/b&gt;&lt;br /&gt;
&lt;h2&gt;Tutorials&lt;/h2&gt;- &lt;b&gt;Tutorials are not updated yet for the new release, so not all sections are guaranteed to work.&lt;/b&gt;&lt;br /&gt;- &lt;b&gt;Click here: &lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Tutorial%20Home&amp;referringTitle=Home"&gt;Tutorial Home&lt;/a&gt; to visit the tutorial section.&lt;/b&gt;&lt;br /&gt;
&lt;h2&gt;FAQ&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;How do I use this library? 
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;You can learn how to use the library by taking the tutorial at &lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Tutorial%20Home&amp;referringTitle=Home"&gt;Tutorial Home&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;What types of animations does the library support?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;The library supports skinned and unskinned bone animations, and mesh hierarchy animations.&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;What are the features of the library?&lt;/li&gt;&lt;/ul&gt;
- Skinned and unskinned animation&lt;br /&gt;- Models with multiple meshes&lt;br /&gt;- Ability to split up single animations into multiple animations based on xml file configuration&lt;br /&gt;- Animations pre-interpolated to 60 frames per second in pipeline&lt;br /&gt;- Works on fbx, x, asf/amc, and bvh formats&lt;br /&gt;- Custom ASCII .X importer works on some models that XNA .X importer rejects&lt;br /&gt;- 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)&lt;br /&gt;- Animation blending&lt;br /&gt;- Allows each bone to be attached to a different animation controller&lt;br /&gt;- Allows manual setting of bone transforms&lt;br /&gt;- Framework for custom content pipleine animation and model processing&lt;br /&gt;- Allows use of custom .fx effects&lt;br /&gt;- Has a model viewer that works like directx mesh viewer&lt;br /&gt;- Allows objects to be attached to bones
&lt;ul&gt;&lt;li&gt;What file formats and importers does the library support?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Supported%20File%20Formats&amp;referringTitle=Home"&gt;Supported File Formats&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;How do I compile the source for Windows or XBox 360?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Compilation%20Info&amp;referringTitle=Home"&gt;Compilation Info&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;In the ModelAnimator, why do I need to set the World Matrix but not the View and Projection matrices?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Setting%20View%2fProjection%20Matrices&amp;referringTitle=Home"&gt;Setting View&amp;#47;Projection Matrices&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;In the ModelAnimator, where is the code that draws the model?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Drawing%20Code&amp;referringTitle=Home"&gt;Drawing Code&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Troubleshooting&amp;referringTitle=Home"&gt;Troubleshooting&lt;/a&gt;&lt;/h2&gt;
&lt;h2&gt;Project Description&lt;/h2&gt;
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.&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>dastle</author><pubDate>Thu, 30 Aug 2012 12:28:43 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20120830122843P</guid></item><item><title>Updated Wiki: Home</title><link>http://animationcomponents.codeplex.com/wikipage?version=179</link><description>&lt;div class="wikidoc"&gt;&lt;h2&gt;News&lt;/h2&gt;
&lt;h2&gt;The library code has been updated to support XNA 4.0, but the binaries have not. The tutorial should still work if you compile the binaries and make minor fixes where necessary. I will be making a new release soon and updating the tutorial.&lt;/h2&gt;
The wonderful model used in the tutorials was made by Psionic (&lt;a href="http://www.psionic3d.co.uk"&gt;http://www.psionic3d.co.uk&lt;/a&gt;) and he was kind enough to let me use it.&lt;br /&gt;&lt;br /&gt;- &lt;b&gt;Beta release 1.0.2.0 is out.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;- &lt;b&gt;See changelog in release section for changes.&lt;/b&gt;&lt;br /&gt;
&lt;h2&gt;Tutorials&lt;/h2&gt;- &lt;b&gt;Tutorials are not updated yet for the new release, so not all sections are guaranteed to work.&lt;/b&gt;&lt;br /&gt;- &lt;b&gt;Click here: &lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Tutorial%20Home&amp;referringTitle=Home"&gt;Tutorial Home&lt;/a&gt; to visit the tutorial section.&lt;/b&gt;&lt;br /&gt;
&lt;h2&gt;FAQ&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;How do I use this library? 
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;You can learn how to use the library by taking the tutorial at &lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Tutorial%20Home&amp;referringTitle=Home"&gt;Tutorial Home&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;What types of animations does the library support?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;The library supports skinned and unskinned bone animations, and mesh hierarchy animations.&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;What are the features of the library?&lt;/li&gt;&lt;/ul&gt;
- Skinned and unskinned animation&lt;br /&gt;- Models with multiple meshes&lt;br /&gt;- Ability to split up single animations into multiple animations based on xml file configuration&lt;br /&gt;- Animations pre-interpolated to 60 frames per second in pipeline&lt;br /&gt;- Works on fbx, x, asf/amc, and bvh formats&lt;br /&gt;- Custom ASCII .X importer works on some models that XNA .X importer rejects&lt;br /&gt;- 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)&lt;br /&gt;- Animation blending&lt;br /&gt;- Allows each bone to be attached to a different animation controller&lt;br /&gt;- Allows manual setting of bone transforms&lt;br /&gt;- Framework for custom content pipleine animation and model processing&lt;br /&gt;- Allows use of custom .fx effects&lt;br /&gt;- Has a model viewer that works like directx mesh viewer&lt;br /&gt;- Allows objects to be attached to bones
&lt;ul&gt;&lt;li&gt;What file formats and importers does the library support?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Supported%20File%20Formats&amp;referringTitle=Home"&gt;Supported File Formats&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;How do I compile the source for Windows or XBox 360?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Compilation%20Info&amp;referringTitle=Home"&gt;Compilation Info&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;In the ModelAnimator, why do I need to set the World Matrix but not the View and Projection matrices?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Setting%20View%2fProjection%20Matrices&amp;referringTitle=Home"&gt;Setting View&amp;#47;Projection Matrices&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;In the ModelAnimator, where is the code that draws the model?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Drawing%20Code&amp;referringTitle=Home"&gt;Drawing Code&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Troubleshooting&amp;referringTitle=Home"&gt;Troubleshooting&lt;/a&gt;&lt;/h2&gt;
&lt;h2&gt;Project Description&lt;/h2&gt;
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.&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>dastle</author><pubDate>Thu, 30 Aug 2012 12:17:04 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20120830121704P</guid></item><item><title>Updated Wiki: Home</title><link>http://animationcomponents.codeplex.com/wikipage?version=178</link><description>&lt;div class="wikidoc"&gt;&lt;h2&gt;News&lt;/h2&gt;
!!The library code has been updated to support XNA 4.0, but the binaries have not. The tutorial should still work if you compile the binaries and make minor fixes where necessary. I will be making a new release soon and updating the tutorial.&lt;br /&gt;&lt;br /&gt;The wonderful model used in the tutorials was made by Psionic (&lt;a href="http://www.psionic3d.co.uk"&gt;http://www.psionic3d.co.uk&lt;/a&gt;) and he was kind enough to let me use it.&lt;br /&gt;&lt;br /&gt;- &lt;b&gt;Beta release 1.0.2.0 is out.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;- &lt;b&gt;See changelog in release section for changes.&lt;/b&gt;&lt;br /&gt;
&lt;h2&gt;Tutorials&lt;/h2&gt;- &lt;b&gt;Tutorials are not updated yet for the new release, so not all sections are guaranteed to work.&lt;/b&gt;&lt;br /&gt;- &lt;b&gt;Click here: &lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Tutorial%20Home&amp;referringTitle=Home"&gt;Tutorial Home&lt;/a&gt; to visit the tutorial section.&lt;/b&gt;&lt;br /&gt;
&lt;h2&gt;FAQ&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;How do I use this library? 
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;You can learn how to use the library by taking the tutorial at &lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Tutorial%20Home&amp;referringTitle=Home"&gt;Tutorial Home&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;What types of animations does the library support?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;The library supports skinned and unskinned bone animations, and mesh hierarchy animations.&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;What are the features of the library?&lt;/li&gt;&lt;/ul&gt;
- Skinned and unskinned animation&lt;br /&gt;- Models with multiple meshes&lt;br /&gt;- Ability to split up single animations into multiple animations based on xml file configuration&lt;br /&gt;- Animations pre-interpolated to 60 frames per second in pipeline&lt;br /&gt;- Works on fbx, x, asf/amc, and bvh formats&lt;br /&gt;- Custom ASCII .X importer works on some models that XNA .X importer rejects&lt;br /&gt;- 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)&lt;br /&gt;- Animation blending&lt;br /&gt;- Allows each bone to be attached to a different animation controller&lt;br /&gt;- Allows manual setting of bone transforms&lt;br /&gt;- Framework for custom content pipleine animation and model processing&lt;br /&gt;- Allows use of custom .fx effects&lt;br /&gt;- Has a model viewer that works like directx mesh viewer&lt;br /&gt;- Allows objects to be attached to bones
&lt;ul&gt;&lt;li&gt;What file formats and importers does the library support?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Supported%20File%20Formats&amp;referringTitle=Home"&gt;Supported File Formats&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;How do I compile the source for Windows or XBox 360?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Compilation%20Info&amp;referringTitle=Home"&gt;Compilation Info&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;In the ModelAnimator, why do I need to set the World Matrix but not the View and Projection matrices?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Setting%20View%2fProjection%20Matrices&amp;referringTitle=Home"&gt;Setting View&amp;#47;Projection Matrices&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;In the ModelAnimator, where is the code that draws the model?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Drawing%20Code&amp;referringTitle=Home"&gt;Drawing Code&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Troubleshooting&amp;referringTitle=Home"&gt;Troubleshooting&lt;/a&gt;&lt;/h2&gt;
&lt;h2&gt;Project Description&lt;/h2&gt;
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.&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>dastle</author><pubDate>Thu, 30 Aug 2012 12:16:58 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20120830121658P</guid></item><item><title>Updated Wiki: Home</title><link>http://animationcomponents.codeplex.com/wikipage?version=177</link><description>&lt;div class="wikidoc"&gt;&lt;h2&gt;News&lt;/h2&gt;
!!&lt;b&gt;The library code has been updated to support XNA 4.0, but the binaries have not. The tutorial should still work if you compile the binaries and make minor fixes where necessary. I will be making a new release soon and updating the tutorial.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;The wonderful model used in the tutorials was made by Psionic (&lt;a href="http://www.psionic3d.co.uk"&gt;http://www.psionic3d.co.uk&lt;/a&gt;) and he was kind enough to let me use it.&lt;br /&gt;&lt;br /&gt;- &lt;b&gt;Beta release 1.0.2.0 is out.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;- &lt;b&gt;See changelog in release section for changes.&lt;/b&gt;&lt;br /&gt;
&lt;h2&gt;Tutorials&lt;/h2&gt;- &lt;b&gt;Tutorials are not updated yet for the new release, so not all sections are guaranteed to work.&lt;/b&gt;&lt;br /&gt;- &lt;b&gt;Click here: &lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Tutorial%20Home&amp;referringTitle=Home"&gt;Tutorial Home&lt;/a&gt; to visit the tutorial section.&lt;/b&gt;&lt;br /&gt;
&lt;h2&gt;FAQ&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;How do I use this library? 
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;You can learn how to use the library by taking the tutorial at &lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Tutorial%20Home&amp;referringTitle=Home"&gt;Tutorial Home&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;What types of animations does the library support?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;The library supports skinned and unskinned bone animations, and mesh hierarchy animations.&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;What are the features of the library?&lt;/li&gt;&lt;/ul&gt;
- Skinned and unskinned animation&lt;br /&gt;- Models with multiple meshes&lt;br /&gt;- Ability to split up single animations into multiple animations based on xml file configuration&lt;br /&gt;- Animations pre-interpolated to 60 frames per second in pipeline&lt;br /&gt;- Works on fbx, x, asf/amc, and bvh formats&lt;br /&gt;- Custom ASCII .X importer works on some models that XNA .X importer rejects&lt;br /&gt;- 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)&lt;br /&gt;- Animation blending&lt;br /&gt;- Allows each bone to be attached to a different animation controller&lt;br /&gt;- Allows manual setting of bone transforms&lt;br /&gt;- Framework for custom content pipleine animation and model processing&lt;br /&gt;- Allows use of custom .fx effects&lt;br /&gt;- Has a model viewer that works like directx mesh viewer&lt;br /&gt;- Allows objects to be attached to bones
&lt;ul&gt;&lt;li&gt;What file formats and importers does the library support?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Supported%20File%20Formats&amp;referringTitle=Home"&gt;Supported File Formats&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;How do I compile the source for Windows or XBox 360?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Compilation%20Info&amp;referringTitle=Home"&gt;Compilation Info&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;In the ModelAnimator, why do I need to set the World Matrix but not the View and Projection matrices?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Setting%20View%2fProjection%20Matrices&amp;referringTitle=Home"&gt;Setting View&amp;#47;Projection Matrices&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;In the ModelAnimator, where is the code that draws the model?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Drawing%20Code&amp;referringTitle=Home"&gt;Drawing Code&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Troubleshooting&amp;referringTitle=Home"&gt;Troubleshooting&lt;/a&gt;&lt;/h2&gt;
&lt;h2&gt;Project Description&lt;/h2&gt;
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.&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>dastle</author><pubDate>Thu, 30 Aug 2012 12:16:52 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20120830121652P</guid></item><item><title>Updated Wiki: Home</title><link>http://animationcomponents.codeplex.com/wikipage?version=176</link><description>&lt;div class="wikidoc"&gt;&lt;h2&gt;News&lt;/h2&gt;
&lt;b&gt;The library code has been updated to support XNA 4.0, but the binaries have not. The tutorial should still work if you compile the binaries and make minor fixes where necessary. I will be making a new release soon and updating the tutorial.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;The wonderful model used in the tutorials was made by Psionic (&lt;a href="http://www.psionic3d.co.uk"&gt;http://www.psionic3d.co.uk&lt;/a&gt;) and he was kind enough to let me use it.&lt;br /&gt;&lt;br /&gt;- &lt;b&gt;Beta release 1.0.2.0 is out.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;- &lt;b&gt;See changelog in release section for changes.&lt;/b&gt;&lt;br /&gt;
&lt;h2&gt;Tutorials&lt;/h2&gt;- &lt;b&gt;Tutorials are not updated yet for the new release, so not all sections are guaranteed to work.&lt;/b&gt;&lt;br /&gt;- &lt;b&gt;Click here: &lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Tutorial%20Home&amp;referringTitle=Home"&gt;Tutorial Home&lt;/a&gt; to visit the tutorial section.&lt;/b&gt;&lt;br /&gt;
&lt;h2&gt;FAQ&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;How do I use this library? 
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;You can learn how to use the library by taking the tutorial at &lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Tutorial%20Home&amp;referringTitle=Home"&gt;Tutorial Home&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;What types of animations does the library support?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;The library supports skinned and unskinned bone animations, and mesh hierarchy animations.&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;What are the features of the library?&lt;/li&gt;&lt;/ul&gt;
- Skinned and unskinned animation&lt;br /&gt;- Models with multiple meshes&lt;br /&gt;- Ability to split up single animations into multiple animations based on xml file configuration&lt;br /&gt;- Animations pre-interpolated to 60 frames per second in pipeline&lt;br /&gt;- Works on fbx, x, asf/amc, and bvh formats&lt;br /&gt;- Custom ASCII .X importer works on some models that XNA .X importer rejects&lt;br /&gt;- 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)&lt;br /&gt;- Animation blending&lt;br /&gt;- Allows each bone to be attached to a different animation controller&lt;br /&gt;- Allows manual setting of bone transforms&lt;br /&gt;- Framework for custom content pipleine animation and model processing&lt;br /&gt;- Allows use of custom .fx effects&lt;br /&gt;- Has a model viewer that works like directx mesh viewer&lt;br /&gt;- Allows objects to be attached to bones
&lt;ul&gt;&lt;li&gt;What file formats and importers does the library support?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Supported%20File%20Formats&amp;referringTitle=Home"&gt;Supported File Formats&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;How do I compile the source for Windows or XBox 360?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Compilation%20Info&amp;referringTitle=Home"&gt;Compilation Info&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;In the ModelAnimator, why do I need to set the World Matrix but not the View and Projection matrices?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Setting%20View%2fProjection%20Matrices&amp;referringTitle=Home"&gt;Setting View&amp;#47;Projection Matrices&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;In the ModelAnimator, where is the code that draws the model?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Drawing%20Code&amp;referringTitle=Home"&gt;Drawing Code&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Troubleshooting&amp;referringTitle=Home"&gt;Troubleshooting&lt;/a&gt;&lt;/h2&gt;
&lt;h2&gt;Project Description&lt;/h2&gt;
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.&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>dastle</author><pubDate>Thu, 30 Aug 2012 12:13:40 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20120830121340P</guid></item><item><title>Updated Wiki: Home</title><link>http://animationcomponents.codeplex.com/wikipage?version=175</link><description>&lt;div class="wikidoc"&gt;&lt;h2&gt;News&lt;/h2&gt;
&lt;b&gt;The library code has been updated to support XNA 4.0, but the binaries have not. The tutorial should still work if you compile the binaries. I will be making a new release soon&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;The wonderful model used in the tutorials was made by Psionic (&lt;a href="http://www.psionic3d.co.uk"&gt;http://www.psionic3d.co.uk&lt;/a&gt;) and he was kind enough to let me use it.&lt;br /&gt;&lt;br /&gt;- &lt;b&gt;Beta release 1.0.2.0 is out.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;- &lt;b&gt;See changelog in release section for changes.&lt;/b&gt;&lt;br /&gt;
&lt;h2&gt;Tutorials&lt;/h2&gt;- &lt;b&gt;Tutorials are not updated yet for the new release, so not all sections are guaranteed to work.&lt;/b&gt;&lt;br /&gt;- &lt;b&gt;Click here: &lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Tutorial%20Home&amp;referringTitle=Home"&gt;Tutorial Home&lt;/a&gt; to visit the tutorial section.&lt;/b&gt;&lt;br /&gt;
&lt;h2&gt;FAQ&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;How do I use this library? 
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;You can learn how to use the library by taking the tutorial at &lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Tutorial%20Home&amp;referringTitle=Home"&gt;Tutorial Home&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;What types of animations does the library support?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;The library supports skinned and unskinned bone animations, and mesh hierarchy animations.&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;What are the features of the library?&lt;/li&gt;&lt;/ul&gt;
- Skinned and unskinned animation&lt;br /&gt;- Models with multiple meshes&lt;br /&gt;- Ability to split up single animations into multiple animations based on xml file configuration&lt;br /&gt;- Animations pre-interpolated to 60 frames per second in pipeline&lt;br /&gt;- Works on fbx, x, asf/amc, and bvh formats&lt;br /&gt;- Custom ASCII .X importer works on some models that XNA .X importer rejects&lt;br /&gt;- 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)&lt;br /&gt;- Animation blending&lt;br /&gt;- Allows each bone to be attached to a different animation controller&lt;br /&gt;- Allows manual setting of bone transforms&lt;br /&gt;- Framework for custom content pipleine animation and model processing&lt;br /&gt;- Allows use of custom .fx effects&lt;br /&gt;- Has a model viewer that works like directx mesh viewer&lt;br /&gt;- Allows objects to be attached to bones
&lt;ul&gt;&lt;li&gt;What file formats and importers does the library support?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Supported%20File%20Formats&amp;referringTitle=Home"&gt;Supported File Formats&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;How do I compile the source for Windows or XBox 360?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Compilation%20Info&amp;referringTitle=Home"&gt;Compilation Info&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;In the ModelAnimator, why do I need to set the World Matrix but not the View and Projection matrices?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Setting%20View%2fProjection%20Matrices&amp;referringTitle=Home"&gt;Setting View&amp;#47;Projection Matrices&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;In the ModelAnimator, where is the code that draws the model?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Drawing%20Code&amp;referringTitle=Home"&gt;Drawing Code&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Troubleshooting&amp;referringTitle=Home"&gt;Troubleshooting&lt;/a&gt;&lt;/h2&gt;
&lt;h2&gt;Project Description&lt;/h2&gt;
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.&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>dastle</author><pubDate>Thu, 30 Aug 2012 12:12:53 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20120830121253P</guid></item><item><title>Updated Wiki: Home</title><link>http://animationcomponents.codeplex.com/wikipage?version=174</link><description>&lt;div class="wikidoc"&gt;&lt;h2&gt;News&lt;/h2&gt;
&lt;b&gt;The library code has been updated to support XNA 4.0. The tutorial should still work if you compile the binaries. I will be making a new release soon&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;The wonderful model used in the tutorials was made by Psionic (&lt;a href="http://www.psionic3d.co.uk"&gt;http://www.psionic3d.co.uk&lt;/a&gt;) and he was kind enough to let me use it.&lt;br /&gt;&lt;br /&gt;- &lt;b&gt;Beta release 1.0.2.0 is out.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;- &lt;b&gt;See changelog in release section for changes.&lt;/b&gt;&lt;br /&gt;
&lt;h2&gt;Tutorials&lt;/h2&gt;- &lt;b&gt;Tutorials are not updated yet for the new release, so not all sections are guaranteed to work.&lt;/b&gt;&lt;br /&gt;- &lt;b&gt;Click here: &lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Tutorial%20Home&amp;referringTitle=Home"&gt;Tutorial Home&lt;/a&gt; to visit the tutorial section.&lt;/b&gt;&lt;br /&gt;
&lt;h2&gt;FAQ&lt;/h2&gt;&lt;ul&gt;&lt;li&gt;How do I use this library? 
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;You can learn how to use the library by taking the tutorial at &lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Tutorial%20Home&amp;referringTitle=Home"&gt;Tutorial Home&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;What types of animations does the library support?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;The library supports skinned and unskinned bone animations, and mesh hierarchy animations.&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;What are the features of the library?&lt;/li&gt;&lt;/ul&gt;
- Skinned and unskinned animation&lt;br /&gt;- Models with multiple meshes&lt;br /&gt;- Ability to split up single animations into multiple animations based on xml file configuration&lt;br /&gt;- Animations pre-interpolated to 60 frames per second in pipeline&lt;br /&gt;- Works on fbx, x, asf/amc, and bvh formats&lt;br /&gt;- Custom ASCII .X importer works on some models that XNA .X importer rejects&lt;br /&gt;- 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)&lt;br /&gt;- Animation blending&lt;br /&gt;- Allows each bone to be attached to a different animation controller&lt;br /&gt;- Allows manual setting of bone transforms&lt;br /&gt;- Framework for custom content pipleine animation and model processing&lt;br /&gt;- Allows use of custom .fx effects&lt;br /&gt;- Has a model viewer that works like directx mesh viewer&lt;br /&gt;- Allows objects to be attached to bones
&lt;ul&gt;&lt;li&gt;What file formats and importers does the library support?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Supported%20File%20Formats&amp;referringTitle=Home"&gt;Supported File Formats&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;How do I compile the source for Windows or XBox 360?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Compilation%20Info&amp;referringTitle=Home"&gt;Compilation Info&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;In the ModelAnimator, why do I need to set the World Matrix but not the View and Projection matrices?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Setting%20View%2fProjection%20Matrices&amp;referringTitle=Home"&gt;Setting View&amp;#47;Projection Matrices&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;In the ModelAnimator, where is the code that draws the model?
&lt;ul&gt;&lt;li&gt;A: &lt;i&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Drawing%20Code&amp;referringTitle=Home"&gt;Drawing Code&lt;/a&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;&lt;a href="http://animationcomponents.codeplex.com/wikipage?title=Troubleshooting&amp;referringTitle=Home"&gt;Troubleshooting&lt;/a&gt;&lt;/h2&gt;
&lt;h2&gt;Project Description&lt;/h2&gt;
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.&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>dastle</author><pubDate>Thu, 30 Aug 2012 12:12:18 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20120830121218P</guid></item></channel></rss>