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Stretching bones #304635
01/09/10 14:12
01/09/10 14:12
Joined: Aug 2008
Posts: 2,838
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Cowabanga Offline OP
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Cowabanga  Offline OP
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Joined: Aug 2008
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Hey,

Is it possible to make stretching bones during animation in MED?

Thanks,

Re: Stretching bones [Re: Cowabanga] #304640
01/09/10 14:55
01/09/10 14:55
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
Blink Offline

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Blink  Offline

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Connecticut, USA
i think the only time you can stretch the bones is when you add them. your only other option i think is to convert you model to vertex and deform or stretch what you want stretched and make it an animation frame. unless someone knows another way.


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Re: Stretching bones [Re: Blink] #304642
01/09/10 15:07
01/09/10 15:07
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Cowabanga Offline OP
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Cowabanga  Offline OP
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Well, maybe JCL can add this as a feature?

Re: Stretching bones [Re: Cowabanga] #304875
01/11/10 15:55
01/11/10 15:55
Joined: Dec 2009
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New York, NY
calculus Offline
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calculus  Offline
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Hi Cowabanga,

I'm new to GameStudio, so the following might be something you've already explored, but perhaps ent_bonescale( ENTITY*,STRING* name,VECTOR* scale) and ent_bonereset() might help? Although I haven't tried either, ent_bonescale may allow you to dynamically scale an entity's bone (pointed to by STRING*) in one or more dimensions, along with child bones and attached vertices.

Re: Stretching bones [Re: calculus] #304885
01/11/10 16:27
01/11/10 16:27
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take me down to the paradise c...
Cowabanga Offline OP
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Cowabanga  Offline OP
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Hey Calculus,

I already know about these functions, but.... A big thank you for reminding me and giving me the idea. I'll try it.

EDIT: Yeah, it works! But, it's pain to use the codes to move the face bones, so I'll use vertex animation for the face only, thanks everybody.

Last edited by Cowabanga; 01/11/10 16:45.

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