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
- Drawing Text
Lesson Outline:
| 1. | Project review and setup | 6:57 |
| 2. | Building the Controller class | 6:33 |
| 3. | Getting Keyboard and Gamepad states | 7:25 |
| 4. | Creating Actions to store keys and buttons | 7:45 |
| 5. | Adding flags to Actions to check press and release | 8:29 |
| 6. | Making a List of Actions | 8:05 |
| 7. | Checking an Action based on its name | 6:43 |
| 8. | Finishing up our Control system | 8:13 |
| 9. | Moving our character forward | 4:40 |
| 10. | Spinning our character around | 7:44 |
| 11. | Setting run and walk speeds | 2:22 |
| 12. | Creating world textures with Maya Batch Bake | 7:25 |
| 13. | Exporting and loading the world | 7:40 |
| 14. | Breaking our world into boxes | 6:10 |
| 15. | Extracting Bounding Box information in Maya | 10:01 |
| 16. | Collision Detection between the character and world | 8:23 |
| 17. | Implementing a Chase-Cam | 6:45 |
| 18. | Exporting the final animated mesh (part 1) | 8:34 |
| 19. | Exporting the final animated mesh (part 2) | 7:23 |
| 20. | Fixing bone animation twitches | 5:07 |
| 21. | Alternate baking methods | 9:25 |
| 22. | Creating a Clip Player | 5:10 |
| 23. | Setting a clip, start time and end time | 5:00 |
| 24. | Getting keyframe values based on time | 7:00 |
| 25. | Updating the Clip Player | 5:45 |
| 26. | Using the Clip Player in the Game | 5:15 |
| 27. | Playing a specific animation range | 8:50 |
| 28. | Coding a BlendTransforms function | 7:21 |
| 29. | Blending in Action | 7:48 |
| 30. | Triggering other Animations | 8:00 |
| 31. | Shaking the camera with every footstep | 5:55 |
| 32. | Breaking it down - the Transform class | 7:16 |
| 33. | Breaking it down - the Shape class | 7:47 |
| 34. | Creating and drawing bullets | 7:09 |
| 35. | Flushing out the Bullet class | 7:50 |
| 36. | Shooting from the gun-arm | 4:44 |
| 37. | Acquiring targets | 9:44 |
| 38. | Removing bullets based on age and world collision | 8:55 |
| 39. | Hitting targets and increasing the score | 6:34 |
| 40. | Displaying the score | 6:30 |
| 41. | Returning targets and glowing bullets | 4:35 |
| 42. | Vibration Feedback | 5:34 |
Total Run Time: | 4:54:06 |
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