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#1
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Scaling avatar meshes
Hello,
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: Code:
c1 = viz.addAvatar('6F/casual15_f_highpoly.cfg ') c1.disable(viz.LIGHTING) 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) Code:
Loading File: 6F/loadMe.cfg [] Model contains the following scene graph nodes: casual15_f_highpoly.CMF casual15_f_highpoly01.CMF ** ERROR: Could not find child with name 'casual15_f_highpoly01.CMF' Code:
c1.visible(viz.OFF, 'casual15_f_highpoly01.CMF') |
#2
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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 head that you could scale in Vizard.
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#3
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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.
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