Re: Stripping scaling out of a hierarchy.

Jon Watte <[email protected]>
Newsgroups gmane.games.devel.algorithms
Message-ID <[email protected]>
First: Why don't you make your runtime support scaling?

Second: If you can't do that, then what you said you were doing would be the
right thing to do, assuming you implement it correctly. For the hierarchy:

Remove scale from the node transform (times parent extracted scale)
Bake scale into any attached geometry
foreach child:
  do the same, passing along any scale you've extracted

Extracting scale from a matrix is easy as long as there is no skew or
rotated scale center; simply measure the length of each of the basis vectors
(X, Y, Z) and normalize to 1. No full decomposition needed.

Sincerely,

jw


--
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On Fri, Dec 18, 2009 at 3:11 PM, [email protected] <
[email protected]> wrote:

> Hello everyone.
>
>  My XSI exporter supports exporting a small hierarchy of objects.  One
> of it's uses is to allow the game to find parts like the tracks, body,
> wheel, turret etc.  All works fine until I purchased some models that
> are the wrong scale and I decide to scale them in XSI to 1 unit is 1m.
> Now my hierarchy has scaling in it.  This becomes a mess with bounding
> volumes on parts and frame of references having scaling in it.  I
> finally found an option in XSI to freeze all the scaling but I was
> wondering how can I have my build tool do the same thing so that I won't
> have problems down the road?  Also its bugging me.
>
>  I tried resolving all the nodes into model space and then using inverse
> transforms to resolve the local transforms on each part.  It didn't work.
>
> Leigh
>
>
>
>
>
>
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