hen Posted January 21, 2016 Share Posted January 21, 2016 As title tells... how could i scale a bone? Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted January 21, 2016 Share Posted January 21, 2016 Not enough information. Scaling is part of animation matrix, so you could have an animation of scaling. Is this about copying AnimationRanges from one skeleton to another with same structure? There is a length member of a bone, if your export populates it. There is also a skeleton method I just added, which uses bone.length if present & rescaleAsRequired = true: /** * note: This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences */ public copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired = false): boolean { If you are doing a complete re-targeting, with different skeleton structure & or bone names, you are on your own. I am also in the process of adding a rest pose member, if this might help. Blender exporter is only exporter populating length & rest pose, AFAIK. Quote Link to comment Share on other sites More sharing options...
hen Posted January 21, 2016 Author Share Posted January 21, 2016 @JCPalmer I need to implement a character where the body skin/bones was optimized for customization (shape editing). Based on the player settings i need to apply unique scale factors to about 30 bones per character. Quote Link to comment Share on other sites More sharing options...
MarianG Posted January 21, 2016 Share Posted January 21, 2016 Relate to this question. Here is an old topic, where you can find the answer. Quote Link to comment Share on other sites More sharing options...
hen Posted January 21, 2016 Author Share Posted January 21, 2016 4 minutes ago, bulisor said: Relate to this question. Here is an old topic, where you can find the answer. Ohhh thanks!! Thats not the answer i expected Now im confused if there is some workaround. Otherwise i cannot use babylon anymore. Quote Link to comment Share on other sites More sharing options...
hen Posted January 30, 2016 Author Share Posted January 30, 2016 Another question regarding this.. I understand the animation does set the bone matrix with every frame. Actually i dont like the solution to apply scaling before rendering every animation frame. That would just destroy the good animation performance babylon has. Would it maybe possible to loop over all frames to apply the scaling to the whole animation? Like i would only do this once on animation start and not update before rendering each frame? Quote Link to comment Share on other sites More sharing options...
adam Posted January 31, 2016 Share Posted January 31, 2016 Simple matrix multiplication is not likely going to create a bottleneck. Quote Link to comment Share on other sites More sharing options...
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