Model Object Morphing: Question on normaled openGL coordinates

Mar 27, 2006 at 10:47pm

Model Object Morphing: Question on normaled openGL coordinates

Hello

Attached is a simple patch that morphs between models using
jit.gl.gridshape to display the geometry.

Also attached, are 2 very simple objects, one Cube, and one Cube with
2 vertices moved, used to test morphing.

While it works, what is odd is that it seems as though jitter is
choosing to normalize the largest points in the two models the same
points ie: – rather than morphing the 2 verts ‘out’, it decides to
morph the body of the cube in. Opening the .obj file format clearly
shows the 2 modified vertices as being further out from the origin in
cube 2.obj than in cube 1.obj, and the body (the other verts),
staying in the same position. Jitter does the opposite, morphing the
body ‘in’ towards the origin, rather than taking the 2 verts and
morphing them further away (as the obj was made this way in Wings 3D)

Anyone have any clues where this behavior is coming from? Changing
the order of which model hits the xfade first doesnt seem to make a
difference. Im wondering where in the chain the coordinate system is
being changed.

Please note (if it matters), I am running Max 4.5.6 on mac OS X
10.4.5 ona 1.67 G4 powerbook.

Thanks,

v a d e //

http://www.vade.info
abstrakt.vade.info

#25108
Mar 28, 2006 at 7:54am

jit.gl.model normalizes the coordinate system for models to -1 to 1
for all axes by default. Sounds like you want to disable this with
@normalize 0.

-Joshua

#73542
Mar 28, 2006 at 5:27pm

Thanks a ton Josh, this is exactly what I needed.

v a d e //

http://www.vade.info
abstrakt.vade.info

I LIVE! I LIVE! I LIVE! I LIVE! I LIVE! I LIVE! I LIVE! I LIVE! I
LIVE! I LIVE! I LIVE! I LIVE!

You will not be saved by the Holy Ghost. You will not be saved by the
God Plutonium.

In fact, YOU WILL NOT BE SAVED!

#73543

You must be logged in to reply to this topic.