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Re: Transform Object independent of Orientation
[Re: TechMuc]
#254302
03/02/09 14:19
03/02/09 14:19
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Joined: Aug 2008
Posts: 2,838 take me down to the paradise c...
Cowabanga
Expert
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Expert
Joined: Aug 2008
Posts: 2,838
take me down to the paradise c...
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This is the answer of your question! E.g. i want to enlarge an object on the z axis (lets say 10 quants). So my answer is correct. You can use "scale_z" to enlarge the object on the Z Axis! And don't be so mean. I'm trying to help here...
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Re: Transform Object independent of Orientation
[Re: Pappenheimer]
#254309
03/02/09 14:26
03/02/09 14:26
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Joined: Aug 2008
Posts: 2,838 take me down to the paradise c...
Cowabanga
Expert
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Expert
Joined: Aug 2008
Posts: 2,838
take me down to the paradise c...
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Cowabanga, that's an easy way to scale depending the _model's_ axis - TechMuc asked for scaling depending the _world's_ axis! Hmmm, OK. The world. By using the scaling tool in WED. (Sorry if my answer is wrong...) And if you mean scaling some object in the world by a script, Wait until Conitec discovers something for putting an action to blocks. :P
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Re: Transform Object independent of Orientation
[Re: Cowabanga]
#254312
03/02/09 14:35
03/02/09 14:35
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Joined: Jul 2008
Posts: 894
TechMuc
OP
User
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OP
User
Joined: Jul 2008
Posts: 894
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@Cowabanga: Please do not post something if you do not know the answer. It's annoying, does not help to find an answer and stops other people who might give an informative answer (like pappenheimer) reading this thread...
EDIT: And NO - i do not want any comment to this post...
Last edited by TechMuc; 03/02/09 14:38.
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Re: Transform Object independent of Orientation
[Re: TechMuc]
#254314
03/02/09 15:07
03/02/09 15:07
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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@Pappenheimer: Thanks for the answer. The Problem is that i can not use this method in an editor as i do not want to edit mdl files, just for edit the scaling of an object. This sounds a bit like trying the impossible, because every result of a manipulation within the editor must work without problems in the engine without sacrificing the framerate. This means, IMO, that the engine must provide such a function to assure that it is actually of use in realtime. It makes no sense, if it works in the editor, but not in the engine. Or, did I miss something?
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