Pipeline Development with Maya and XNA
Learn the fundamental workflow for next-gen game development and innovative techniques for seamlessly integrating Maya and XNA for game creation. Contains nearly 5 hours of project-based training for technical artists learning the methods of creating game content using XNA and Maya. Software required: XNA, Game Studio 2.0, Maya 2008.
What you'll learn
Learn the fundamental workflow for next-gen game development and innovative techniques for seamlessly integrating Maya and XNA for game creation. Contains nearly 5 hours of project-based training for technical artists learning the methods of creating game content using XNA and Maya. Popular highlights include: XNA Development Overview; Interfacing with Keyboard and Gamepad; Building Controller Systems; Controller Vibration; Exporting and Loading Static Meshes from Maya; Exporting Animated Characters from Maya; Moving and Turning a Character; Object-oriented Programming with Bullets and Targets; Baking Textures in Maya; Deriving Bounding Boxes from Maya; Collision Detection with Bounding boxes; Collision Detection with Rays; Building a Custom Animation Player; Switching and Blending Between Animations; Chase Cameras; Camera Shakes and Drawing Text. Software required: XNA Game Studio 2.0, Maya 2008.
Table of contents
- Building the Controller Class 7m
- Getting Keyboard and Gamepad States 7m
- Creating Actions to Store Keys and Buttons 8m
- Adding Flags to Actions to Check Press and Release 8m
- Making a List of Actions 8m
- Checking an Action Based on Its Name 7m
- Finishing up Our Control System 8m
- Moving Our Character Forward 5m
- Spinning Our Character Around 8m
- Setting Run and Walk Speeds 2m
- Creating World Textures with Maya Batch Bake 7m
- Exporting and Loading the World 8m
- Breaking Our World into Boxes 6m
- Extracting Bounding Box Information in Maya 10m
- Collision Detection Between the Character and World 8m
- Implementing a Chase-cam 7m
- Exporting the Final Animated Mesh (Part 1) 9m
- Exporting the Final Animated Mesh (Part 2) 7m
- Fixing Bone Animation Twitches 5m
- Alternate Baking Methods 9m
- Creating a Clip Player 5m
- Setting a Clip; Start Time and End Time 5m
- Getting Keyframe Values Based on Time 7m
- Updating the Clip Player 6m
- Using the Clip Player in the Game 5m
- Playing a Specific Animation Range 9m
- Coding a Blendtransforms Function 7m
- Blending in Action 8m
- Triggering Other Animations 8m
- Shaking the Camera with Every Footstep 6m
- Breaking It Down - the Transform Class 7m
- Breaking It Down - the Shape Class 8m
- Creating and Drawing Bullets 7m
- Flushing out the Bullet Class 8m
- Shooting from the Gun-arm 5m
- Acquiring Targets 10m
- Removing Bullets Based on Age and World Collision 9m
- Hitting Targets and Increasing the Score 7m
- Displaying the Score 7m
- Returning Targets and Glowing Bullets 5m
- Vibration Feedback 5m