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Xna.ModelBone equivalent

Jul 18, 2015 at 6:21 PM
Is there any plans to incorporate into DirectXTK ModelBones for simple animation functionality similar to the way it was in XNA? How is the best way to manipulate various ModelMesh(es) of a model currently (transform ModelMesh(es) independently about their parents)?
Jul 18, 2015 at 9:40 PM
This is on the backlog. I was hoping to rationalize the problems that came up when trying to reuse the "ModelBone" concept with actual hierarchical skeletons for skinned animation, and the fact that the SDKMESH/CMO formats don't emit frame hierarchies quite as compact as XNA's content pipeline.