View Full Version : Scaling avatar meshes

07-26-2012, 04:03 PM

I am trying to scale an avatar's head and body separately. I have the Complete Characters DVD set and I am working with casual15_f_highpoly.cfg as an example.

When I do this:

c1 = viz.addAvatar('6F/casual15_f_highpoly.cfg ')

print c1.getChildren()

print 'Model contains the following scene graph nodes:'
for name in c1.getNodeNames():
print ' ',name

c1.getChild('casual15_f_highpoly01.CMF').setScale( 2, 2, 2)

I get this:

Loading File: 6F/loadMe.cfg
Model contains the following scene graph nodes:
** ERROR: Could not find child with name 'casual15_f_highpoly01.CMF'

However, this does make the body invisible:

c1.visible(viz.OFF, 'casual15_f_highpoly01.CMF')

Help is appreciated.

07-30-2012, 09:04 PM
I don't think the subchild returned is a node3D object that you can scale and call most node3D commands on. It's more like a texture that can be modified in terms of visibility and alpha. If you want to scale the head the best would be to to this in 3ds Max and re-export the meshes. That way you could also adjust the neck of the body mesh. Another option would be to create a Peoplemaker (http://docs.worldviz.com/vizard/VizHelp.htm#p_introduction_to_peoplemaker.htm) head that you could scale in Vizard.

08-24-2012, 01:17 PM
I wanted to have the option of scaling the body to arbitrary sizes while keeping the head from looking weird by scaling it separately. But it's okay. I can just make a copy of the avatar, turn off the head's visibility on one, turn off the body's visibility on the other, and scale them separately.