pseudonym

Hello,

Total beginner question No. 2:

I've built a robot in Maya, using the scale attribute in the Attributes Editor to flip the legs, arms etc to mirror the half of the robot I'm modeling. Seems to work fine in Maya, but any objects that are exported with FBX for use in Game Studio Express load in with what looks like reverse back face culling - front face culling if you will!

Has anyone got any tips to get around this... feature

Thanks in advance,

pseudo



Re: XNA Game Studio Express Maya objects with scale *=-1 import with front face culling

Nick Gravelyn

I had a similar problem. I believe that you just have to manually tell Maya to redo the normals on the scaled object (your leg in this case). Then when you export it, it should be alright if I remember correctly.




Re: XNA Game Studio Express Maya objects with scale *=-1 import with front face culling

pseudonym

Cheers Nick... that would have been much easier than mirroring the geometry which I tried next and managed to get it working after a load of parenting problems :)

Live and learn!


I don't suppose you know how to stop a parented object from scaling really weirdly when you rotate the parent ie. rotating a shoulder elongates the forearm ridiculously...


I've been playing with XNA a little bit, and there seem to be some great very basic tutorials, but I can't seem to find any tutorials that dig deeper - such as setting up collision detection for an FPS :p

Any suggestions I've got my robot spinning around and zooming in and out, I'd really like to follow a tutorial that guides you through controlling animation etc...

Thanks again!

pseudo







Re: XNA Game Studio Express Maya objects with scale *=-1 import with front face culling

Nick Gravelyn

Right now there are no in depth tutorials just for XNA simply because most of the tutorials out for other APIs are the same in concept as they would be for XNA. Since there is no built in support for levels or terrain in XNA, there is no need for an XNA centered tutorial. Your best bet would be to look for an existing physics engine for XNA (there are some on codeplex) and simply use that for your collisions. You'd basically just have your player's camera attached to a mass in the physics engine and then let the physics engine move your camera (by you apply forces) and then the physics engine will automatically handle all your collisions.

I too am interested in these things as I'm working on a first person shooter. However, mine is a throw-back to the age of Doom so I don't need anything fancy :).


As for the Maya part, I'm afraid I don't know. How are you creating the geometry that the the arm is a child of the shoulder You should create the entire mesh as one single entity and then use a skeleton to do your animating. I think that might be where you're running into problems.




Re: XNA Game Studio Express Maya objects with scale *=-1 import with front face culling

pseudonym

Hey Nick,

Yeah, I checked out your blog about 30 seconds ago... looks cute :) ... is that your artwork too

In Maya I'm creating parent child relationships between different objects and rotating for animation - You're probably right, I ought to check out rigging the character with a skeleton. I guess I'll get to that soonish! Here's a pic of the character I'm building http://futurlab.blogspot.com

Cheers for the info on physics etc. Let me know if you ever want someone to playtest your Doom RPG :p

pseudo





Re: XNA Game Studio Express Maya objects with scale *=-1 import with front face culling

Nick Gravelyn

It's not my artwork. I found the sprites released under the public domain on some website (I have the credits somewhere). I'm only using them as placeholders now. They may become permanent, but for now I plan to replace them.