| bio | website | |
|---|---|---|
| location | ||
| age | ||
| visits | member for | 2 months |
| seen | Apr 24 at 19:04 | |
| stats | profile views | 6 |
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Mar 17 |
revised |
XNA 4.0 Plane size added 168 characters in body |
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Mar 17 |
asked | XNA 4.0 Plane size |
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Mar 13 |
awarded | Tumbleweed |
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Mar 10 |
asked | XNA 4 Content Pipeline dependency |
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Mar 6 |
asked | XNA skinned model animation snapping and sped up |
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Mar 2 |
answered | XNA Skinned Model - Keyframe.Bone out of range exception |
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Feb 27 |
asked | XNA Skinned Model - Keyframe.Bone out of range exception |
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Feb 25 |
awarded | Student |
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Feb 25 |
comment |
XNA .fbx model imported sideways Thank you so much! I'm not too clear on the math behind setting RotationX in the properties versus setting it there using this, but it worked out perfectly. Would upvote if I could. |
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Feb 25 |
awarded | Scholar |
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Feb 25 |
accepted | XNA .fbx model imported sideways |
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Feb 25 |
comment |
XNA .fbx model imported sideways I mentioned in the second paragraph that this is exactly what I did, but the bounding spheres stay non-rotated. |
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Feb 24 |
awarded | Editor |
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Feb 24 |
revised |
XNA .fbx model imported sideways added 773 characters in body |
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Feb 24 |
asked | XNA .fbx model imported sideways |