Well you could scale the bone you want then slowly decay on bones next to it
and so on till you reach a negligble scale value. Some kind of recursive
function maybe. I had tried a stab at Model scaling before and some bones
seem to either have dual refrences or just some strange behavior, but all
end bones (bones that are not the parent of another bone, Feet, fingers,
Head) would all scale twice has big or small as all other bones running
through the same transform function.
----- Original Message -----
From: "Garrett" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Thursday, November 29, 2007 7:29 PM
Subject: Re: [hlcoders] Using ApplyBoneMatrixTransform


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Or, is it possible to scale about a point other than the origin of the
bone?

Offtopic, but am I doing something wrong or does Yahoo mail just suck at
keeping the threading of mailing lists correct?

----- Original Message ----
From: Minh <[EMAIL PROTECTED]>
To: [email protected]
Sent: Thursday, November 29, 2007 5:54:16 PM
Subject: Re: [hlcoders] Using ApplyBoneMatrixTransform


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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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[ Picked text/plain from multipart/alternative ]
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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