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Magos? Rotation? Scaling?

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Level 18
Joined
Aug 13, 2007
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1,584
I tried to make an animation in Magos so a unit can do an assassin type kick. So I made the Bone_Root to rotate with linear interpolation as follows:

Code:
140000: { 0, 0, 0, 0 }
143000: { 0, 0, 3.14, 1 }

It DOES rotate, but the model scales automatically with linear interpolation and stretches 20 times on x and y.

In order to prevent that, I made a scaling with linear interpolation:

Code:
140000: { 1, 1, 1 }
143000: { 0.05, 0.05, 1 }

However, even when I have scripted the rotation, the model rotates and DOES stretch 20 times, and THEN scales down to normal.

Any ideas how to beat this?
 
Level 27
Joined
Feb 22, 2006
Messages
3,052
Quaternions are very confusing math rotational things which are very likely to never be understood by the average modeler :p
In short, get an animation program for all your rotational needs.
And as Mechy said, Magos doesn't do well with Quaternions, it, for some reason, shifts each number to the left one slot, thus fucking everything over.
--donut3.5--
 
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