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Pipeline Development with Maya and XNA

Course Summary

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.


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    Course Syllabus

    Introduction and Project Overview
    - 6m 57s

    —Project Review and Setup 6m 57s
    Pipeline Development with Maya and XNA
    - 4h 47m

    —Building the Controller Class 6m 33s
    —Getting Keyboard and Gamepad States 7m 25s
    —Creating Actions to Store Keys and Buttons 7m 45s
    —Adding Flags to Actions to Check Press and Release 8m 29s
    —Making a List of Actions 8m 5s
    —Checking an Action Based on Its Name 6m 43s
    —Finishing up Our Control System 8m 13s
    —Moving Our Character Forward 4m 40s
    —Spinning Our Character Around 7m 44s
    —Setting Run and Walk Speeds 2m 22s
    —Creating World Textures with Maya Batch Bake 7m 25s
    —Exporting and Loading the World 7m 40s
    —Breaking Our World into Boxes 6m 10s
    —Extracting Bounding Box Information in Maya 10m 1s
    —Collision Detection Between the Character and World 8m 23s
    —Implementing a Chase-cam 6m 45s
    —Exporting the Final Animated Mesh (Part 1) 8m 34s
    —Exporting the Final Animated Mesh (Part 2) 7m 23s
    —Fixing Bone Animation Twitches 5m 7s
    —Alternate Baking Methods 9m 25s
    —Creating a Clip Player 5m 10s
    —Setting a Clip; Start Time and End Time 5m 0s
    —Getting Keyframe Values Based on Time 7m 0s
    —Updating the Clip Player 5m 45s
    —Using the Clip Player in the Game 5m 15s
    —Playing a Specific Animation Range 8m 50s
    —Coding a Blendtransforms Function 7m 21s
    —Blending in Action 7m 48s
    —Triggering Other Animations 8m 0s
    —Shaking the Camera with Every Footstep 5m 55s
    —Breaking It Down - the Transform Class 7m 16s
    —Breaking It Down - the Shape Class 7m 47s
    —Creating and Drawing Bullets 7m 9s
    —Flushing out the Bullet Class 7m 50s
    —Shooting from the Gun-arm 4m 44s
    —Acquiring Targets 9m 44s
    —Removing Bullets Based on Age and World Collision 8m 55s
    —Hitting Targets and Increasing the Score 6m 34s
    —Displaying the Score 6m 30s
    —Returning Targets and Glowing Bullets 4m 35s
    —Vibration Feedback 4m 46s


Course Fee:
USD 29

Course Type:

Self-Study

Course Status:

Active

Workload:

1 - 4 hours / week

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