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RE: Vertex blending.








>then it's supplementing :) If you're simulating like a flexible pipe or
>tenticles or something, then you want them normalized, if you're modeling an
>enclosed joint (like an elbow), then you want it to extend out some...

Yeah, I'll give it a go tonight scaling it so the rotationy bit stays the same
length. It'll have limits, because if you turn the joint too much, the blended
vector is (0,0,0) and that won't scale too well...







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