ScaleMesh and Animated B3D Models

Blitz3D Forums/Blitz3D Programming/ScaleMesh and Animated B3D Models

Mortiis(Posted 2008) [#1]
When I use my model with LoadMesh command, scalemesh works just fine with it but when I load it using LoadAnimMesh, it screws some parts of the model.

I can't use ScaleEntity cause Swift Shadow System doesn't allow me to do so.

Is there a solution for this?


Ross C(Posted 2008) [#2]
That sucks. I thought his system would keep track of scaleentity some how.

Have you tried scaling it in the modeller, by the amount you scale it in blitz?


Mortiis(Posted 2008) [#3]
What if I want to scale it dynamically? Is it impossible? Is it a bug?


Ross C(Posted 2008) [#4]
it's to do with the skeleton i think.


Naughty Alien(Posted 2008) [#5]
..when you say model you means what?? Animated character(caster) or your level(receiver)?


Mortiis(Posted 2008) [#6]
I mean the animated characters.


Naughty Alien(Posted 2008) [#7]
..its working fine here...I just tried now..however, be sure that you grabing animated root you animating(if your exported character has exported Scene root)...


Azaratur(Posted 2008) [#8]
If you use skeleton than you can try with getchild function.
Like this:
mymesh =loadanimmesh("blabla.b3d")
mychild=getchild (mymesh,"mesh name in 3d edtior")
scaleentity mychild,10,10,10
you can use it for texturing it too.

Let me know if this work..

Aza


nawi(Posted 2008) [#9]
You can loop through all the child entities and scaling them by hand, although I'm not sure if the relative positions of the child entities will be correct.