View Full Version : HELP! Scaling bones in MAX 4
bentllama 06-19-2002, 05:42 PM HELP! Scaling bones in MAX 4!
I am trying to FREEZE/RESET scaling on a hierarchy of bones [skeleton] and I cannot seem to get it to work...
When I Reset Transforms on the root, it just places the old scaling attributes on the next node down [ie: the hips]
When I try to Reset Selected Transform, it creates a modifier stack that I simply do not want as well as bringing the skeleton back to a smaller scaling.
The reason the skeleton needs freezing/resetting is that upon import from .FBX [Filmbox] format there is a dummy [linked to the skeleton] that holds the scaling and transform information for the skeleton…much like my nemesis the transform [DAG] node in Maya.
What can I do to fix this?
Thanks in advance for your swift reply.
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LFShade
06-19-2002, 06:00 PM
Let me see if I understand correctly. The new dummy that's there when you import the .fbx... that'll transform the whole heirarchy? For instance, if you scale the dummy the whole character changes scale? And I guess you want to get rid of the dummy and then reset the scale of the heirarchy and that's what's causing problems, right?
I need to be sure I understand the precise problem before I can even begin to think of a solution.
bentllama
06-19-2002, 06:35 PM
LFShade: you are correct. I want to remove that dummy and reset the scale [as well as the X rotation on the root] of the heirarchy...
your help is much appreciated...forget Enrique, you will be my hero if you can help me... :)
LFShade
06-19-2002, 07:03 PM
I'm investigating...couple more questions. Is your ultimate goal simply to rescale the character and re-orient it in your Max scene? After deleting the dummy, does the whole heirarchy scale properly if you scale the root with the scale tool? (pardon my abuse of the word "scale")
If the skeleton doesn't behave properly when you scale your root, then .fbx somehow introduces a problem with transform inheritance. In that case, you may need to unlink all your bones, reset the transforms on all, and then re-link. Hopefully that won't screw things up even worse.
It could be something else, though, so I'll keep thinking:)
bentllama
06-19-2002, 08:54 PM
what need to do is reset the scale on the skeleton to 100%... when the fbx file imports, it comes in at 254% I need to change that 254% into 100% without physically changing the scale of the skeleton...
upon unlinking and deleting the dummy, the skeleton root takes on the 254% scale value...if I reset that...the next node down the chain inherits that value...and so on, and so on...
:surprised :annoyed: :surprised
LFShade
06-19-2002, 09:06 PM
What happens if you scale the dummy down to 100%, reset its transforms, and then unlink and delete?
bentllama
06-19-2002, 09:10 PM
If I do that, then the skeleton is too small...then if i rescale it, I am running into the same inherent problems as before...
I am trying to do unlink all the bones, reset the scale, then link them together agian... I think that seems to be working...
...I am a Maya user trying to get data back and forth to MAX...so bear with my limited MAX knowledge while we try to solve the issue at hand...
...I just with MAX had the Maya equivalent of "Freeze Transformations"... you just click one damn button and the work is done for you [for the most part]...maybe they will change that for MAX 5...
:surprised
LFShade
06-19-2002, 09:25 PM
This is getting fun:)
Try this: Unlink the dummy. Reset its transforms, then re-link the skeleton back up to it. Theoretically, the bones should inherit the 100% scaling without changing size. If you then delete the dummy the bones should (again, theoretically) maintain the 100% scale factor. Whaddya think?
bentllama
06-19-2002, 09:49 PM
nope...still 254%... but I think the unlinking everything...resetting scale transform info...then re-linking everything back together will work...
...cross your fingers... and thanks for your help...
confounded transforms!:annoyed:
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