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I added a B to the end of each name to remind you that those are Bone objects. To allow such a structure, each Bone object keeps a link to its parent Bone, as well as links to all of its child Bone objects.
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FLWindowB frontLeftDoorB FLLatchB HullB (Root) FRWindowB frontRightDoorB FRLatchB frontLeftWheelB ...
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Figure 4-11. Bone hierarchy in a car Model In this recipe, you will walk through this structure and write out all Bone objects to a file, in a similar way as shown in Figure 4-11. You ll also scroll through all ModelMeshes of the Model and indicate to which Bone they are linking.
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Luckily, you can easily see which ModelMeshes are defined in a Model by setting a breakpoint after the line that loads the Model. You can do this by clicking the sidebar to the left of your code or by using this code: myModel = Content.Load<Model>("tank"); modelTransforms = new Matrix[myModel.Bones.Count]; System.Diagnostics.Debugger.Break(); When you run the code, the program will halt at the last line, and in the bottom-left corner of your screen you can browse to your model and see which ModelMeshes it contains, as shown in Figure 4-12.
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Figure 4-12. Browsing through the runtime variables
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CHAPTER 4 WORKING WITH MODELS
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This can still be confusing and very time consuming for two reasons: for each ModelMesh you ll need to look up which Bone it links to, and you ll have to browse through the Bones collection of the Model to get an overview of the Bone hierarchy. In this recipe, you ll write some code that generates a simple text file, containing the Bone structure as well as the ModelMesh-to-Bone relationships. This following listing is the output for the dwarf model that ships with the DirectX SDK: Model Bone Information ---------------------- Name : DXCC_ROOT Index: 0 - Name : null Index: 1 - Name : Drawf Index: 2 - Name : Sword_new Index: 3 - Name : Sword_newShape Index: 4 - Name : backpack_new Index: 5 - Name : backpack_newShape Index: 6 - Name : Body1 Index: 7 - Name : Body1Shape Index: 8 - Name : Armor_new Index: 9 - Name : Armor_newShape Index: 10 - Name : Face_gear_new Index: 11 - Name : Face_gear_newShape Index: 12 - Name : Head_new Index: 13 - Name : Head_newShape Index: 14 - Name : side Index: 15 - Name : front Index: 16 - Name : top Index: 17 - Name : persp Index: 18
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Model Mesh Information ---------------------- ID : 0 Name: Sword_newShape Bone: Sword_newShape (4) - ID : 1 Name: backpack_newShape Bone: backpack_newShape (6) - ID : 2 Name: Body1Shape Bone: Body1Shape (8) - ID : 3 Name: Armor_newShape Bone: Armor_newShape (10) - ID : 4 Name: Face_gear_newShape Bone: Face_gear_newShape (12) - ID : 5 Name: Head_newShape Bone: Head_newShape (14) At the bottom, you see the dwarf model has six ModelMeshes, parts of the Model that you can render separately (see recipe 4-1). Each of them links to its own Bone. You see you can move the sword and backpack separately, but unfortunately it is impossible to move an arm or a leg of the dwarf, because they aren t provided as separate ModelMeshes. Bad luck this Model doesn t allow basic animation. Let s take a look at the structure of anther model, for example, the tank model found on the XNA Creators Club site: Model Bone Information ---------------------- Name : tank_geo Index: 0 - Name : r_engine_geo Index: 1 - Name : r_back_wheel_geo Index: 2 - Name : r_steer_geo Index: 3 - Name : r_front_wheel_geo Index: 4 - Name : l_engine_geo Index: 5 - Name : l_back_wheel_geo Index: 6 - Name : l_steer_geo Index: 7 - Name : l_front_wheel_geo Index: 8
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