tjheldna Posted April 3, 2017 Share Posted April 3, 2017 Hi Josh, Animated scaling of a bone in Akeytsu works as expected but when imported into LE only the move and rotate works. Is scaling of a bone not allowed in LE and is intended behaviour or is this a bug? 1 Link to comment Share on other sites More sharing options...
gamecreator Posted April 4, 2017 Share Posted April 4, 2017 http://www.leadwerks.com/werkspace/topic/11002-3dfoin-wyvern-glitch-in-animation/#entry80409 but apparently it can be done another way: http://www.leadwerks.com/werkspace/topic/6832-solved-getting-bone-direction-and-scale/#entry56239 1 Link to comment Share on other sites More sharing options...
tjheldna Posted April 4, 2017 Author Share Posted April 4, 2017 Thanks gamecreator for the info. Together with bones being pruned and now realised animating scale doesn't work, I'm struggling with the workarounds I have to do. Now that i'm animating more heavily than before. I'd expect that what I export is what I get in LE, why would I want anything else? Is it possible to rectify these issues please Josh? If you need a test file let me know. 2 Link to comment Share on other sites More sharing options...
Josh Posted April 4, 2017 Share Posted April 4, 2017 Why would you want to animate an object's scale? My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
tjheldna Posted April 4, 2017 Author Share Posted April 4, 2017 For the purposes of my current task its for the sliding open/close of a shower curtain using scale it bunches up nicely. Basicly I had the animation done in 2 minutes and it looked great. Now I'm using move and adjusting the weight values which is impossible to get right without any clipping issues. I'd also like to use it on some of the fingers in some fps animations, for little adjustments. I know doing that isn't very realistic, but as long as it looks right, it dosen't matter. I'm pretty confident I'll need it in the future for models not yet developed I understand it's not a very common thing to do, but I think the exported animation should be true to what I'm seeing in a modeling program and should be free to use it. Link to comment Share on other sites More sharing options...
Genebris Posted April 5, 2017 Share Posted April 5, 2017 A lot of interesting movement can be done with scale, like monsters with tentacles. Link to comment Share on other sites More sharing options...
gamecreator Posted April 5, 2017 Share Posted April 5, 2017 I was going to say that I was going to use scale for the tentacles at the end of this video: Also cool for anything stretchy like blobs or Dhalsim or things like lava or acid rising from a pool, etc. Again, not a regularly needed feature but nice to have when you need it. Link to comment Share on other sites More sharing options...
Josh Posted April 5, 2017 Share Posted April 5, 2017 A lot of interesting movement can be done with scale, like monsters with tentacles. This is not a good argument for adding something that will slow down animation for the 100% of people not using that capability. My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Genebris Posted April 5, 2017 Share Posted April 5, 2017 Can't there be an option? 2 Link to comment Share on other sites More sharing options...
shadmar Posted April 5, 2017 Share Posted April 5, 2017 Bone scaling can also use to create diversity like bigger hands, feet, longer arms, bigger head etc. 2 HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
Josh Posted April 6, 2017 Share Posted April 6, 2017 Does the shower curtain require bones? Why not just place the pivot on one side and scale the model? It should fold up if you just shrink it on one axis. My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
tjheldna Posted April 6, 2017 Author Share Posted April 6, 2017 I like your thinking, but the rings holding it on the rail would compress too unfortunately. Link to comment Share on other sites More sharing options...
Josh Posted April 6, 2017 Share Posted April 6, 2017 If you have a bone for each ring, why not attach the curtain vertices to the nearest bone? Then the whole thing will squish up and the rings will remain the same size. That's how I would approach this anyways. My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted February 28, 2019 Share Posted February 28, 2019 Animation scaling will not be added in Leadwerks. It might be added in the next engine, because animation is basically free in that architecture. My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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