Horde3D

Next-Generation Graphics Engine
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 Post subject: Animation + scaling
PostPosted: 03.11.2010, 20:01 
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Joined: 04.09.2010, 21:42
Posts: 11
Hey everybody,

I'm kinda stuck on something.. For our project we have some animated stuff, like a plant that needs to grow and extend to a certain place. We want to achieve this with a simple animation made in maya. The problem however we seem to bump onto, is that if we scale the model down, let's take 0.5 as a reference and want to extend it to let's say 2.0 it breaks, or does funny things we don't want to. Now I'm not an artist, but the person who made this, has done this for previous projects in the same way, but we're kinda struggeling to get this to work properly in horde.

Is there something obvious we're missing here? Can't we use scale in an animation (not horde controlled)? And if so, what is the right way to do this?

The model can be provided if needed.

Thanks in advance.


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 Post subject: Re: Animation + scaling
PostPosted: 03.11.2010, 22:58 
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Joined: 10.09.2006, 15:52
Posts: 1217
Are you trying to animate the scale of a mesh or of a joint? And is the scaling uniform?

Scaling skeletons can be tricky and often people try to avoid it if possible. A skeleton in Horde is currently a small scene graph, so children inherit the transformation from the parents, including the scale. However, for joints/bones this is often not desired and you just want to scale a single joint without affecting the children. Non-uniform scaling for joints is even more problematic.


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