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AppGameKit Classic Chat / Animated object Scaling?

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hakimfullmetal
9
Years of Service
User Offline
Joined: 17th Feb 2015
Location:
Posted: 26th Feb 2016 05:21
Hello everybody.

I was trying to use an animated 3D model (with limbs) as a base model for various characters.
So I tried to SetObjectScalePermanent the model.
However SetObjectScalePermanent cannot scale the object correctly if all the scale parameters (x,y,z) are not the same with each other.
I'm unable to scale the model to be a shorter or higher.
This means we need to scale the object manually in 3D modelling programs, and had to have different preset model for every intended height.
This means we are not able to adjust character height and proportion in real time in-game.

Or is there any other way to scale boned 3D model with different xyz scaling parameters in AppGameKit?
Blendman
10
Years of Service
User Offline
Joined: 17th Feb 2014
Location: Arkeos
Posted: 26th Feb 2016 07:19
Hi

I have tried with a .dae animated object.
it's strange, beacause it works in X, but not if I change the Y and/or Z :



But I agree, it would be really great to have this feature, it's really usefull to create multiplayer games or 3D games with differents anatomy for the characters ^^.
AGK2 tier1 - http://www.dracaena-studio.com
Paul Johnston
TGC Developer
22
Years of Service
User Offline
Joined: 16th Nov 2002
Location: United Kingdom
Posted: 26th Feb 2016 15:19
Unfortunately non-uniform scaling on animated objects introduces compound scaling that can mess up the bones. I'll have another look at it at some point to see if I can improve it but it's not a high priority.

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