ScaleEntity & AnimMesh

BlitzMax Modules Forums/MiniB3D/ScaleEntity & AnimMesh

Same Problem, here.
With the Ninja Model from psionic
If it is not Animated, it is shown well.
But if I do ScaleEntity hero,0.08,0.08,0.08 or Scalemesh hero,0.08,0.08,0.08
the Animation is corrupted.

With zombie.b3d, the same problem.
It looks like, the bones stay on the same position
It looks this like:

Import "../minib3d.bmx"

Strict

Local width=640,height=480,depth=32,mode=2

Graphics3D width,height,depth,mode,0

Local cam:TCamera=CreateCamera()
PositionEntity cam,0,10,-15

Local light:TLight=CreateLight()

Local ent:TMesh=LoadAnimMesh("media/zombie.b3d")
ScaleMesh ent,0.1,0.1,0.1

Local anim_time#=0

' used by fps code
Local old_ms=MilliSecs()
Local renders=0
Local fps=0

While Not KeyDown(KEY_ESCAPE)		

	If KeyHit(KEY_ENTER) Then DebugStop

	' control camera
	MoveEntity cam,KeyDown(KEY_D)-KeyDown(KEY_A),0,KeyDown(KEY_W)-KeyDown(KEY_S)
	TurnEntity cam,KeyDown(KEY_DOWN)-KeyDown(KEY_UP),KeyDown(KEY_LEFT)-KeyDown(KEY_RIGHT),0

	If KeyDown(KEY_MINUS) Then anim_time#=anim_time#-0.1
	If KeyDown(KEY_EQUALS) Then anim_time#=anim_time#+0.1
	
	SetAnimTime(ent,anim_time#)

	RenderWorld
	renders=renders+1
	
	' calculate fps
	If MilliSecs()-old_ms>=1000
		old_ms=MilliSecs()
		fps=renders
		renders=0
	EndIf
	
	Text 0,0,"FPS: "+fps
	Text 0,20,"+/- to animate"
	Text 0,40,"anim_time#: "+AnimTime(ent)

	Flip
	
Wend
End