如何使用maya创建的fbx文件在xna中导入约束
我遇到这个问题:在 Autodesk Maya 中,我在两个对象之间设置了“目标约束”。我能够在 fbx 文件中导出此约束(如果我再次在 Maya 中导入此 Fbx,我会看到约束),但是当我在 Xna 中导入此 fbx 时,不会导入约束。 Xna中有处理约束的方法吗?
谢谢
I have this problem: in Autodesk Maya I set "aim constraint" between two objects. I'm able to export this constraints in fbx file (if I import this Fbx in Maya again I see the constraints) but when I import this fbx in Xna, the constraints are not imported.
There is a method to handle the constraints in Xna?
thank you
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我还没有遇到过这个问题的任何代码或示例,所以我认为您可能必须自己编写代码。如果您修改蒙皮模型示例内容处理器,则可以创建一个包含
SkinningData
和ConstraintData
对象的类,您必须编写并放置该对象在Model
的Tag
属性中。然后,您可以修改AnimationPlayer
类以接受ConstraintData
并使用它。编辑:这里是 Autodesk 网站的链接,其中有一个用于编写 fbx 文件的 sdk:
http://usa.autodesk.com/adsk/servlet/index?siteID=123112&id=7478532
I have not come across any code or samples for this problem, so I think you may have to write the code yourself. If you modify the skinned model sample content processor, you could create a class that contained both a
SkinningData
and, say,ConstraintData
objects, which you would have to write and put it in theTag
property of theModel
. You could then modify theAnimationPlayer
class to acceptConstraintData
and use it.Edit: here is a link to the autodesk site where they have an sdk for writing fbx files:
http://usa.autodesk.com/adsk/servlet/index?siteID=123112&id=7478532