I copied the source from on of the Helix Samples and modified it slightly. Now we can add 4 Sliders and a "HelixViewport3D". But first things first, first we need a reference to the Helix Toolkit xmlns:HelixToolkit="clr-namespace:HelixToolkit.Wpf assembly=HelixToolkit.Wpf" On the "MainWindow.xaml" we now need to add the parts we need. Make sure you click through the Exception tree to find the root cause which is most likely that there was a typo or you have not copied the file to the output directory. ![]() Rest = its a good time to to hit "Start" to see if there had been any errors. ModelImporter importer = new ModelImporter() We end up with: public partial class MainWindow : Window In the Constructor of the "MainWindow" we also define a "ModelImporter" which is loading our. Now that we have the group we need the 3D Models itself: Model3DGroup skeleton Which is representing the group of our 5 "independant" parts. I defined a few global variables which represent the parts of our 3D Model. In this example I will keep it simple by not creating own classes and instead make everything happen in the "", this is not a good stile but I think for this example its sufficient. Great! Now we can start coding! The coding part Then we need to make sure that the files in "bones" are always copied to the output directory if there is a new version available. obj files now belong to the project we need to add them to the Solution Explorer, therefore we need to click "show all files" and then right click on "bones" and "include in project". Thanks to the Helix Toolkit this is easy.Īs the. Its also possible to change the material in code. However, you might want to use a format which is supporting color (e.g. obj format has no properties for materials as a. You may note that the Material has changed, this is because the. The model unfortunately has the left and right bones in one object, so we need to fix this. I want to make it possible to move the arms with 2 sliders in WPF, so we need a few bones, the skeleton itself, the upper arms (lat.Humeri) and the lower arms (lat. I will use this feller here for the use with Cinema 4D, this is just an example, if you have no access to Cinema 4D don't worry.Īfter the Model had been loaded into Cinema 4D (may take some while) we can take away all the unwanted "parts". Fortunately there are very detailed 3D models freely available on the web. ![]() For this example I will use one of the most remarkable things on earth, the human body. So now that we have the Helix Toolkit installed we can take care of the 3D Model. Right click on the Project in the Project Explorer->manage NuGet Packages, search for helix and install the toolkit and the WPF package. Now we need the Helix Toolkit, you can either use NuGet or download the binaries from here I will explain how to do it with NuGet briefly. Setting up a new VS Projectįirst of course we need a new Visual Studio C# WPF Project, I don't know which Version is required for the Helix toolkit, I tested it with VS2012 and VS2013 on. I will show you how to get started from scratch and how to import and move Objects. Fortunately there is the Helix Toolkit which is making life a lot easier! The Viewport3D accepts vectors, so for example you can export your object to a XAML (those plugins usually are not for free) and then somehow fiddle it into there. Usually (at least I do) you have created an 3D Object in a 3D Modeling Application such as 3DS MAX or Cinema 4D and now you want to import it into your WPF Application. However, the usage of this Viewport3D is not easy going. You can implement small 3D Animations to improve your design, the usability and so on. Though WPF is not meant for complex 3D implementations, the Viewport3D is a quite powerful feature.
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