My model is made up of one mesh and 3 bones, and 3 vertex groups. First bone(main bone) has all of the meshes vertecis assigned to it. Other two bones are made with extruding from the first bone and then unchecking “Connected” property. One bone has right side vertecis assigned, made for stretching the mesh horizontally. The 3rd bone has uper side vertecis assigned to it, its made for stretching the mesh vertically. Second and third bones are both the child of the main bone. The problem is:
-if I have 2 bones(main + any other of those two bones), then if I move the second bone the mesh stretching is delayed(the bone moves faster than the mesh).
-if I have all 3 bones, then if I move second or third bone the mesh stretching is delayed, but also one side of the vertecis moves faster than the other.
Here are some pictures to illustrate what I am talking about:
Any help is greately appreciated!
I forgot to mention that the mesh has a Armature Modifier. Which has the following values: Object is set to Armature Object, and the Vertex Groups is checked. Also the bones are named just as the vertex groups.
Heres the .blend file: http://www.2shared.com/file/tbnKTu7k/testObject.html
Ok, just so you know, everything needs to work perfect because I need to export this model to .fbx and then use it in Microsoft XNA. Where I will programmaticly move these bones to stretch the object.