Welcome to Steel Cyclone Studios! We are a small indie game company that aims to create videos, 3d models, and fun video games. As both gamers and developers, we strive to create an experience that empowers and gives voice to our consumers while closing the gap in what you want on the market. We are committed providing you with updates, behind the scenes, and setbacks in what is the making of a game. We invite you to join our journey from code to controller. Feel free to track our Indie DB Pages. If you like what we do please subscribe to our social media! Many thanks to our fans and supporters!
Created by David Astle, the goal of this project is to make a library of animation components that allows programmers to easily animate their models. The XNA framework makes many parts of game development very comfortable, but due to time limitations and inconclusive feedback from the DirectX solution to animation, they have decided to exclude an animation framework in their API. The source code has been updated to work in XNA 4.0, but the binaries have not. Also, you will need to use your own effect instead of the BasicPalleteEffect due to changes in the XNA 4.0 Framework.
- Skinned and unskinned animation
- Models with multiple meshes
- Ability to split up single animations into multiple animations based on xml file configuration
- Animations pre-interpolated to 60 frames per second in pipeline
- Works on fbx, x, asf/amc, and bvh formats
- Custom ASCII .X importer works on some models that XNA .X importer rejects
- Works on models with any number of bones (if a mesh has too many bones for the shader, splits the mesh up into multiple meshes)
- Animation blending
- Allows each bone to be attached to a different animation controller
- Allows manual setting of bone transforms
- Framework for custom content pipleine animation and model processing
- Allows use of custom .fx effects
- Has a model viewer that works like directx mesh viewer
- Allows objects to be attached to bones