Scaling a character

sladi

26-06-2007 22:53:35

I want to export a skinned mesh with Ofusion.
How can I define the origin of the scaling in Ogre?


Regards,
Sladi

Lioric

27-06-2007 04:01:00

The pivot point is the object's origin, the scale will be applied realtive to the pivot point

Set the pivot point to the needed location and the scale will be applied wrt the pivot point

sladi

27-06-2007 14:41:26

Thanks Lioric! :)

All the meshes have their pivot at the origin. The skeleton's pivot (Biped) is above the ground in Max.
Is there a way to use a different scaling origin in Ogre without adding an extra bone in Max and moving that where I want it?
I ask because the example robot in the Ogre SDK doesn't have some extra bone at the ground but in Ogre it scales from the ground.

Regards,
Sladi

Lioric

28-06-2007 03:55:43

I have tested and it works correctly (with the pivot point at the ground) scaling the object in the application

You need to set the pivot point of the mesh object

sladi

28-06-2007 14:08:04

Thanks a lot Lioric! :D

sladi

03-07-2007 20:52:04

Does this also apply to models consisting of multiple meshes which share the same skeleton?


Regards,
Sladi

Lioric

03-07-2007 21:46:24

Yes, as long as the pivot is the same for all parts, the scale is applied equal to all parts

sladi

03-07-2007 22:01:58

Thanks! :D


Regards,
Sladi