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Alright, so I finally had some time to mess around with
ApplyBoneMatrixTransform, as well as with BuildTransformations. It was fun and
nifty making things fat and skinny with that vector scaling code, but now I'm
looking to try and get a more "precise" scaling effect. I've been messing
around with scaling the Kleiner model, and when I don't override
BuildTransformations, if I scale him larger in one direction, I've got it
scaling the ValveBiped.Bip01_Pelvis bone in the orientation that I want it, but
it doesn't quite scale the ValveBiped.Bip01_Pelvis in the areas that I want it.
I'm trying to get it to scale the pelvis bone so that he gets a fat belly,
however, as is evident in this screenshot,
http://img66.imageshack.us/my.php?image=si2box0024og5.jpg , he gets a big butt
instead (and in that screenshot, I also have Bip01_Spine2 being scaled as
well). Is there any way I can get more control over how the bone is scaled?
Also, in the previous screenshot, you can see that when the 2 consecutive bones
are scaled, they get scaled seperately, and so it doesn't look like a smooth
continuation from one bone to the next. Is there any way to get the scaled
bones to sort of, blend together or something like that?
Thanks,
Garrett
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