Jump to content

Is it possible to animate using non-uniform scaling of a bone?


trepleen

Recommended Posts

Anyone know if one would encounter any problems in game if you used non-uniform scaling to animate a bone?

 

I did a test using the finger bones.

 

Parent Bone: NPC R Finger21 [RF21] - Middle bone on the middle finger

Animation - YScale from 0 to 3100 - ZScale from 0 to 3000

SUCCESS - PROPERLY ANIMATED THE CHILD BONE: NPC R Finger22 [RF22]

 

Child Bone: NPC R Finger22 [RF22] - Last bone on the middle finger

Animation - YScale from 0 to 3100 - ZScale from 0 to 3000

FAIL - DID NOT WORK, only scale animating the parent bone causes this bone to scale animate?

 

 

The ZScale worked, but why didn't the YScale have an affect? That part of the finger should be wider in addition to longer.

 

4j6ow1.jpg

 

Does non-uniform scaling animation work as long as you scale the parent?

Link to comment

I can't scale animat the two custom bones that I've added, although they rotate just fine via animation.

 

Structure

NPC Pelvis ---> NPC Anus Bottom Parent ---> NPC Anus Bottom

 

SUCCESS: I've added two custom bones to skeleton.nif, skeleton.hkx and can animate them via rotation with no problems.

 

SUCCESS: I can scale animate the NPC R Finger22 [RF22] by scaling it's parent bone NPC R Finger21 [RF21].

 

PROBLEM: I can't get NPC Anus Bottom Parent or NPC Anus Bottom bone to animate via scaling in game.

 

What's the difference between NPC R Finger21 [RF21] and my custom bone that I added NPC Anus Bottom Parent?

 

In the skeleton.hkx I made sure NPC Anus Bottom Parent has it's locktranslation set to true just like the middle finger parent bone.

 

I've tried false and true, but neither work.

                <hkobject>
                    <hkparam name="name">NPC Anus Bottom Anim</hkparam>
                    <hkparam name="lockTranslation">true</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="name">NPC Anus Bottom</hkparam>
                    <hkparam name="lockTranslation">true</hkparam>
                </hkobject>   

These are the quaternion positions of the two bones I added.  The first is the position/rotation of NPC Anus Bottom Parent.  The second is NPC Anus Bottom

(0.000002 -5.720174 -5.978043)(-0.217978 0.672671 -0.217978 0.672670)(1.000000 1.000000 1.000000)
(0.000002 -5.720174 -5.978043)(-0.217978 0.672671 -0.217978 0.672670)(1.000000 1.000000 1.000000)

I even tried adding my two custom bones to:

                    <hkparam name="unmappedBones" numelements="83">
                        0 1 2 3 5 12 13 14 15 16 17 18 19 20 21 22
                        23 27 30 33 34 37 40 41 42 43 44 45 46 47 48 49
                        50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65
                        66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81
                        82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97
                        98 115 116
                 </hkparam>

I also tried using "Bake Scale" on Havok export.

 

I wonder if there is a difference between NPC R Finger21 [RF21] bone and my custom bone NPC Anus Bottom Parent in 3d studio max?

Link to comment

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...