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It's the matrix transform of a model.  It defines the orientation, location
and scale. The bone structure is what animates your model, and its tied
directly with each poly/tri of the model.  This is why you can increase,
decrease, and skew the model like it got squished like a pancake.  This also
only works with non-static prop models.  I"m not entirely sure why though.

This is how engine's draw models to your screen.  They're model file
contains a sort of matrix along with vertex data (each point of a
poly/tri).  Then if the engine wanted to rotate the model, all it had to do
was rotate the matrix and each vertex will be rotated as well.  But since
these things carry animations, you want to scale the bone structure as well,
so the animations get scaled too.


On 10/22/07, Garrett <[EMAIL PROTECTED]> wrote:
>
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> [ Picked text/plain from multipart/alternative ]
> Hi,
> I've been trying to figure out how to use
> C_BaseAnimating::ApplyBoneMatrixTransform to change the appearance of models
> in game, such as changing the size of the model, but I'm kind of lost.  I
> tried to trace back through what calls it, but I just couldn't figure where
> it started and how it works.  If someone could give me a simple example(if
> there is such a thing as a simple example of this kind of thing) with an
> explanation of what was going on and how it worked, I think that would help
> out a lot in my understanding of it.
>
> Thanks,
> Garrett
>
>
>
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