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It seems to be scaling about the origin of the bone. Maybe you could scale
it and then move the bone forward.

----- Original Message -----
From: "Garrett" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Thursday, November 29, 2007 2:39 PM
Subject: Re: [hlcoders] Using ApplyBoneMatrixTransform


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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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