Simple leg animation in Farseer Physics - animation

I'm using XNA 4.0 with Farseer Physics 3.5 and would like to do a walk animation like seen in the game "Ibb and Obb" http://www.youtube.com/watch?v=2iif636QAcc. However there are many different animation when they're changing direction, standing still etc. I'm more than happy to be able to duplicate the run/walk animation
The player consists of, afaik, three bodies; the main body, and two leg/foot bodies. However I can't figure out which joints to use to make the legs move in a similar fashion.
Any Farseer/Box2D guru that might have an idea where to start, I'm clueless atm. Thanks!

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Skeletal animations in C# SFML 2D

I'm completely green when it comes to skeletal animations in 2D. I create a platform game and I got graphics for it - body parts from which to stick the character. My problem is that I have absolutely no idea how to go about it. The question is: How do you implement animations in the game?
I could do it frame by frame from previously glued body parts, but I need the character to look at the mouse cursor, so it falls off. I am asking for some ideas.
About your problem, if you want all parts of your character look at the mouse, you should rotate your character, if just a part (like character's head) you need to rotate the head.
I could give you some methods to implement animation that I known
Draw animation frame by frame: simple, easy to approach and handle but hard to scale up.
Separate character into many parts and each part has a unique animation: flexible, good for scale up but hard to handle due to you must ensure all parts are stick together in a right way (from scratch without tools or engine). I think this video may help you to know more the way their create skeletal animation in Unity (same as Spine).
Hope it help.

Simple procedure generated map

I'm developing a game, and i just faced a logic problem, a little bit annoying...
Here's the deal: imagine a scenary:
Where the black square around the player is the camera view, and the red dots, are the randomly generated objects
the game is something like angry birds, its a physics game, which you trhow the object, so, the player is always going foward to the right, how can i make
to the game always generates the red dots and disable the older ones that they are no longer visible? keep in mind that the camera always follows the player, and i don't want that the player notices the instantiation
Here's a gif to understand a little bit more:
http://i.imgur.com/0Ku8g2P.gifv
i just need some other opinions to make this happen, its just a logic problem haha
Thank you very much!
sorry for my bad english!

Collision between wall and player controller

I'm using Farseer and XNA on on WP7. I have 2 objects in my game. The first one is a wall generated from a bitmap. The second one is a player controller - in fact it's just a circle object. This circle follows player's finger.
I need a certain behavior - probably it's very basic, but I can't figure out how to google it. It's a collision detection that just wouldn't allow the controller to come into the wall. It shouldn't bounce. It should just try to follow the finger but not enter the wall.
I know it's not hard to implement it on my own, but if I'm using a physics engine and it happens to offer such a functionality it would be a shame not to take advantage of it. :)
you need to use a BoundingBox object, and check collision VS the object (you should create a BoundingSphere wrapping it)
http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series2/Collision_detection.php

How do I do simple 3D in XNA on Windows Phone 7

I'm a newbie to 3D on WP7. All I want to do is nice simple 3D
A. Add/Draw a number of coloured primitives, cube and spheres etc. to a 3D world
B. Rotate the World x, y and/or z
That's it, nothing else. I don't need any collision detection, I don't need any clever physics I don't need any textures or backgrounds or anything else, just that nice and simple.
I've been through about a gazillion examples on various websites and they all obscure the basics with bloated code and objects that I just don't want. I don't want any marble or spaceship examples, just some nice clean, clear code.
I have Blender to create the 3D models and these will be simple models with no textures. just solid basic 3D objects.
Please don't point me to anything that's based on a game which every example I have already found is.
Oh and please only examples that actually work.
Well the best way to do 3D on Windows Phone 7 is to use XNA which is generally associated with games which isn't the whole truth. You can still build traditional applications using XNA, although it might take you longer to construct your ui as opposed to silverlight.
You should probably check out App Hub from Microsoft as there are a ton of samples, in fact they have a category specifically for 3D. Keep in mind since your just starting you should make an attempt to understand the examples there giving you. Even though code you see for the first time might seem like bloated or extra code, there actually necessary components to consider when developing 3D applications.
At any rate, this example goes over the basics of 3D using XNA on Windows Phone 7.
EDIT: If you don't want to use XNA, there's this question that was asked previously. There's a couple of solutions for using 3D in silverlight.

Hierarchical animations in DirectX and handling seperate animations on the same mesh?

I have a hierarchical animated model in DirectX which loads and animates based on the following DirectX sample: http://msdn.microsoft.com/en-us/library/ee418677%28VS.85%29.aspx
As good as the sample is it does not really go into some of the details of animation that I'd like. For example, if I have a mesh which has a running animation and a throwing animation as seperate animation sets how can I get the throwing animation to occur for bones above the hip and the walking animation to occur for bones underneath the hip?
Also if I wanted to for example have the person lean left or right would I simply have to find the bone for the hip and multiplay a rotation matrix by its matrix? In this case I think the matrix is m_amxBoneOffsets?
Composing multiple animations to a single one is usually the job of an animation system, something that is way out of scope of the D3D sample.
Let's look at your 2 examples:
running and throwing
Well, in this case you could apply the animation for the lower part of the body from the running animation and the animation for the upper part of the body from the throwing animation. And you'd get a very crappy result.
The how is just a matter of knowing which bones are where in the bone palette (something that depends on how they are stored, and in which order, but nothing inherently hard. The definite reference should be the documentation of the tool generating the animation data)
In practice, you're better off with a blending of the 2 animation. This is, in general, is hard, and software packages exist out there that do this for you. Gamebryo, e.g.
Or, an animation of a running guy who throws is different enough from a standing guy who throws that you might be better off having 2 animations.
Leaning
If you apply a rotation matrix to the root bone, you'll simply rotate your whole character.
Now if you rotate the next bone in the hierarchy (from the spine), you'll get all the bones that depend on it to rotate likewise. It will probably do what you want, but there's a sure way to find out. Try it!
Well the thing is the running animation SHOULD affect the throwing animation slightly. What you need to look into is animation blending.
I'm sure Valve wrote a good paper on how they implemented it in Counter-strike many years ago. Its not on the valve site though so I'm not sure where I got this memory from ...

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