text: [{"Owner":"adam","Date":"2015-09-24T12:33:30Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_Can someone please tell me how to scale a bone?  Thanks_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Jaskar","Date":"2015-09-24T14:00:50Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_I don_t_t understand_sm_ why do you want to scale a bone ?_lt_/p_gt__lt_p_gt_I think you can_t_t because it_t_s not a physical object._lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_PS_dd_ Maybe it can be a good idea to write a playground about bones and skeleton ?_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"adam","Date":"2015-09-24T14:48:08Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_I got this dude_t_s head to scale_dd__lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt__lt_a href_eq__qt_http_dd_//www.babylonjs-playground.com/#11BH6Z%2325_qt_ rel_eq__qt_external nofollow_qt__gt_http_dd_//www.babylonjs-playground.com/#11BH6Z#25_lt_/a_gt__lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_I can_t_t seem to get it to work while he is walking though._lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Deltakosh","Date":"2015-09-24T15:25:20Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_If the mesh is animated then every bone will receive a new matrix on every frame so you cannot change it manually_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"adam","Date":"2015-09-24T15:51:31Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_Why doesn_t_t scaling the new matrix every frame work?_lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt__lt_a href_eq__qt_http_dd_//www.babylonjs-playground.com/#11BH6Z%2326_qt_ rel_eq__qt_external nofollow_qt__gt_http_dd_//www.babylonjs-playground.com/#11BH6Z#26_lt_/a_gt__lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Deltakosh","Date":"2015-09-24T15:56:15Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_because the animation will generate a new one after your update on every frame_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"adam","Date":"2015-09-24T16:40:30Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_I hacked Scene.render and placed the call to animate before beforeRender gets called.  I also check to make sure that the matrix is new before scaling it._lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt__lt_a href_eq__qt_http_dd_//www.babylonjs-playground.com/#11BH6Z%2327_qt_ rel_eq__qt_external nofollow_qt__gt_http_dd_//www.babylonjs-playground.com/#11BH6Z#27_lt_/a_gt__lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_It almost gets through the animation cycle without messing up.  _lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_I_t_m thinking that a few of the frames toward the end don_t_t reset the scale of the head_co_ so I end up scaling it when I_t_m not supposed to._lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Deltakosh","Date":"2015-09-24T16:54:53Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_Hey this is great _lt_img src_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/default_smile.png_qt_ alt_eq__qt__dd_)_qt_ srcset_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/smile@2x.png 2x_qt_ width_eq__qt_20_qt_ height_eq__qt_20_qt__gt__lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_I think I can move the beforeRender a bit for sure_lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_I do not see any issue with that_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"adam","Date":"2015-09-24T17:28:58Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_Thanks!_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"JCPalmer","Date":"2015-09-24T23:59:30Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_Ouch!  I actually designed &amp_sm_ coded a bone interpolator in a before render.  I do not have it running yet_co_ though.  My MORPH extension is to now handle vertex deformations for the face_co_ and skeletal interpolation of different poses_dd_ walking_co_ sitting_co_ etc.  Both integrated with POV movement / rotation_co_ &amp_sm_ timeline control.  Was counting on the BeforeRender being processed before the the send to the gpu_co_ since the before render sets the bones._lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_Is there some way to make when the dirty skeletons are pushed up adjustable_co_ or callable by the application code as well?  If it is earlier_co_ I do not care_co_ no BABYLON.Animation is running against them_co_ so long as I can request it in the beforeRender._lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"JCPalmer","Date":"2015-09-25T01:12:31Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_never mind.  You are only moving the making of skeletons dirty forward_co_ not the transmission.  How else would what he is doing get to the gpu._lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Deltakosh","Date":"2015-09-25T01:32:03Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_Yep this is still before sending bones to the GPU_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"}]