In fact, a common problem when you first try to do something is that the camera does not look at what you think it is looking at. Another possible problem is that the model is not at the scale you expect. So, for example, if the camera has 5 units back to z, but the model has a width of 10 units, your camera is effectively inside the model.
Regarding the rendering issue, Microsoft has some pretty good docs about this: http://msdn.microsoft.com/en-us/library/bb203933.aspx
This snippet can be used as an assistant:
private void DrawModel(Model m) { Matrix[] transforms = new Matrix[m.Bones.Count]; float aspectRatio = graphics.GraphicsDevice.Viewport.Width / graphics.GraphicsDevice.Viewport.Height; m.CopyAbsoluteBoneTransformsTo(transforms); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); Matrix view = Matrix.CreateLookAt(new Vector3(0.0f, 50.0f, Zoom), Vector3.Zero, Vector3.Up); foreach (ModelMesh mesh in m.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.View = view; effect.Projection = projection; effect.World = gameWorldRotation * transforms[mesh.ParentBone.Index] * Matrix.CreateTranslation(Position); } mesh.Draw(); } }
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