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Alberto Luaces wrote:

> I think scaling bones is an important feature at least meanwhile a morphing 
> system is not available (face gestures, breathing movements, etc)
> 

If you need that then you are better off implementing morphing and not
deforming the skeleton. Doing it by scaling bones will break lot of
things that rely on the fixed bone length - e.g. inverse kinematics,
walking cycles, the skin will look bad etc.

Furthermore, morphing gives you better control over subtle movements
like face animation than the rather rough and coarse skeleton skinning.

BTW, my comment to Cedric was a suggestion only, I am not sure what
exactly is his goal. But for about 90% of applications rigid bodies are
sufficient, if you add morphing you are almost completely covered minus
some really special cases.

Regards,

Jan
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