Model Object Morphing: Question on normaled openGL coordinates


    Mar 27 2006 | 10:47 pm
    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 //
    www.vade.info
    abstrakt.vade.info

    • Mar 28 2006 | 7:54 am
      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
    • Mar 28 2006 | 5:27 pm
      Thanks a ton Josh, this is exactly what I needed.
      v a d e //
      www.vade.info
      abstrakt.vade.info
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