Question Scaling

MJR

C++ developer in the mix
Addon Developer
Tutorial Publisher
Donator
Joined
Mar 19, 2008
Messages
2,447
Reaction score
5
Points
0
Location
United States
Right now is my first time using the SCALE method in Spacecraft3 animations.I never used it because I always use ROTATE and TRANSLATE. I know what it is, but it does not seem to come clearly to me. For instance. I am trying to make it stay stationary in one place, but it moves along the X axis then scales. I just want it to stay where it is and scale. Here is the COMP. I set everything to 0 because I thought that it would work, but it didn't.

[ANIM_COMP_46]
SEQ = 2
GROUPS=2625
TYPE=SCALE
SCALE=(0,0,0)
REF=(0,0,0)
 
Right now is my first time using the SCALE method in Spacecraft3 animations.I never used it because I always use ROTATE and TRANSLATE. I know what it is, but it does not seem to come clearly to me. For instance. I am trying to make it stay stationary in one place, but it moves along the X axis then scales. I just want it to stay where it is and scale. Here is the COMP. I set everything to 0 because I thought that it would work, but it didn't.

[ANIM_COMP_46]
SEQ = 2
GROUPS=2625
TYPE=SCALE
SCALE=(0,0,0)
REF=(0,0,0)
I'm not sure how SC3 works, but I'm assuming you would need to set how much it would scale in each direction. So, if you wanted it to become half its size, I would guess you would do SCALE=(.5,.5,.5) (.5 in all directions)
 
You need to set the REF component. This defines the reference point around which the mesh is scaled. At (0,0,0), the mesh is scaled relative to the origin. Logically, you can consider the scaling transformation as

T^(-1) S T

where T is a translation by -ref, and S is a scaling around the origin.

I'm not sure how SC3 works, but I'm assuming you would need to set how much it would scale in each direction. So, if you wanted it to become half its size, I would guess you would do SCALE=(.5,.5,.5) (.5 in all directions)
I don't know how SC3 works either, but assuming that it directly maps into the API, you are correct. In any case, setting the scaling factors to 0 is not a good idea.
 
I actually would like it to shrink though that is why I set it at zero. (Kaito)

Would I get the reference coordinates from the center of the mesh or the back. This mesh is an umbilical so it is a bit different.
 
I actually would like it to shrink though that is why I set it at zero. (Kaito)

Would I get the reference coordinates from the center of the mesh or the back. This mesh is an umbilical so it is a bit different.
Maybe just set it to an incredibly small number
 
I'll try that then.
 
Remember a scaling is just like a multiplication. You're multiplying by how big you want it. 1 for same size, 2 for twice as bit, .5 for half as big etc. You also have to set the ref point such that when the group scales, it goes in the correct direction.
 
I have used sc3's scaling function and I've never had a problem, but I recommend ar81's Mesh Wizard tool to figure things out first. Mesh Wizard lets you scale parts of the mesh, and if you need to, you can also move the center of the mesh to a convenient location.
 
Back
Top