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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!
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