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Oops forgot about the code to scale. Its very simple really.
This is the function
ApplyBoneMatrixTransform( matrix3x4_t& transform )
{
float scale = sdk_grow.GetFloat();
VectorScale( transform[0], scale, transform[0] );
VectorScale( transform[1], scale, transform[1] );
VectorScale( transform[2], scale, transform[2] );
}
If you only scale certain parts of the matrix, you'll get that skewed model
look. Can be great if you want to make a squished pancake look for your
model. Remember it only works on non static-props.
On 10/22/07, Joel R. <[EMAIL PROTECTED]> wrote:
>
> 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:
> >
> > --
> > [ 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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