This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I know a there has been topic of this before. Firstly I have fixed the 
ModelScaleWidth so it affects the Z portion of the transform matrix. Next It 
became apparent that the position of the bones need to be scaled as well. I did 
this as well with the following code in StandardBlendingRules at the bottom.

float scale = GetModelWidthScale();

if(scale != 1.0f)

{

    for(int i = 0; i < hdr->numbones(); i++)

    {

        pos[i] = pos[i] * scale;

    }

}

This code seems to work, but the scaling in the BoneMatrixTransform seems to 
cause the issues. Certain features, in particular, head and hands scale at a 
different rate then other things I am unable to discern why. Is there some 
influence that they are recieving from other bones or some other cause?

Thanks!
--


_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to