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MonoGame based games do NOT require the XNA framework to run. The XNA namespaces in your MonoGame code are named as such for compatibility purposes. In fact, the lat4est versions of MonoGame also no longer require XNA at development time. Please download the latest MonoGame build: http://www.monogame.net/downloads/ To force an install of the .NET ...


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Finally fixed by naming the parent joint of any model I have by the model's name then I get to read from the file I need by getting the name of the first bone in my mesh and excluding the extra '1' in the end of the string. Now each model will know which file to load for the animations without any fuzz.


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The article linked by Jason Coombes says this: -All the model objects (meshes) and the armature must be centred at the same location, ideally zero (X = 0.0, Y = 0.0, Z = 0.0 in the Object properties.) Set the locations to zero in Object mode and make all changes in EDIT mode. -All the model objects must have a scale of 1.0 (one.) Set all the scales ...


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I ended up doing something that might seem stupid and costly that I loop at all the files till I find the right one and ignoring the exception that I get if the animations doesn't match the model. foreach (string file in Directory.EnumerateFiles(@"F:\Education\Animations", "*.txt")) { try { animationClips = ...



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