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Yeah, so I think I'm just gonna worry about messing around with just the pelvis 
bone for right now, just to keep things a little bit simpler.  But now I've 
noticed, that when I scale it, the transformation doesn't follow the scientist 
when he turns.  My 3D math is a little rusty, and I'm not too familiar with all 
the math operations that are provided.  Is there a way to like rotate the 
transformation matrix with respect to the origin of the model, so that when I 
scale the bone, it follows the model appropriately?

I wish I knew how to model, I just don't have the time to learn right now :(.  
Too busy with the semester ending soon.

----- Original Message ----
From: Minh <[EMAIL PROTECTED]>
To: hlcoders@list.valvesoftware.com
Sent: Friday, November 30, 2007 12:54:16 AM
Subject: Re: [hlcoders] Using ApplyBoneMatrixTransform


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wow, that sounds tricky.. It might be easier just to edit the model in
 a 3d
modelling package and recompile it :)



----- Original Message -----
From: "Garrett" <[EMAIL PROTECTED]>
To: <hlcoders@list.valvesoftware.com>
Sent: Thursday, November 29, 2007 10:38 PM
Subject: Re: [hlcoders] Using ApplyBoneMatrixTransform


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So I figured out how to move the bone around.  However, if I try to
 move the
bone too far up, it flattens out at the highest point that the bone
 goes, so
I can't really get the belly quite where I want it.  So I'm still
 wondering
if it's possible to blend or merge or something the pelvis and spine2
 bones
together to get a complete and natural looking belly.

----- Original Message ----
From: Garrett <[EMAIL PROTECTED]>
To: hlcoders@list.valvesoftware.com
Sent: Thursday, November 29, 2007 6:19:54 PM
Subject: Re: [hlcoders] Using ApplyBoneMatrixTransform


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How do I move the bone forward?

----- Original Message ----
From: Minh <[EMAIL PROTECTED]>
To: hlcoders@list.valvesoftware.com
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: <hlcoders@list.valvesoftware.com>
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 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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