Tutorial: How to get XNA's SkinnedSample working with MonoGame

The names are not stored by default, but you can make it do so:

  • In the SkinningData Class add a new property as List to keep the names and set it in the constructor. Decorate the property with [ContentSerializer] attribute.

  • In the file “SkinnedModelProcessor”, around the line 65 theres a loop iterating through the bones, create a list and add bone.Name into the list.

  • In theline where it sets model.Tag = new SkinningData, you include this list.

  • Build the content and the output will have this new data, you can access it at runtime now through the same property.

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