ScaleMesh and Animated B3D Models
Blitz3D Forums/Blitz3D Programming/ScaleMesh and Animated B3D Models
| ||
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? |
| ||
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? |
| ||
What if I want to scale it dynamically? Is it impossible? Is it a bug? |
| ||
it's to do with the skeleton i think. |
| ||
..when you say model you means what?? Animated character(caster) or your level(receiver)? |
| ||
I mean the animated characters. |
| ||
..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)... |
| ||
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 |
| ||
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. |