View Full Version : Bones resize?
ryguy 09-03-2002, 09:41 PM I have a fully boned character with IKs and I'm trying to import it into an envoriment that I have created. The envoirment is much smaller than the character.
I tried to scale the character along with its bones and it doesn't seem to work... the bones won't scale perfectly with the mesh at all, they get all jumbled and distorts the mesh quite a bit.
Does any one have a method or suggestions when importing a fully boned character into another scene?
I really don't want to resize the whole scene envoirment, it's already huge and I don't think resizing it would help much for the file size but I'll make it work if I need to :)
~Ryan
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beaker
09-04-2002, 12:42 AM
You can change the bone size in the Maya Preferences under the Kinematics > Joint Size.
Only trouble is it is a global option and not per bone/skeleton. So next time you open another scene that is scaled smaller you will have to go back into the prefs and shrink the bone size again.
wireFrame
09-04-2002, 02:03 AM
You got a faulty rigging there that's why when try to scale the character, it got jumbled up.
The reason is that your bones are not aligned and oriented properly in the local rotational axes. If you done it correctly, you won't get this problem about scaling. Bones should scale only in one axis (usually X or Y).
Initially, when you create a bone structure, the joints are usually independent of the orientation by default so you have to apply a MEL command (joint -e -oj xyz -zso -ch) so when you position them, their local rotational axes follows. If they are not aligned, they get scaled up in all direction (xyz) and you got a weird looking bone when you scale it; it won't fit your geometry. Bones should scale only in one direction.
Try reading more on the Creating Skeleton chapter of the Maya manual. Also, you can write to Jason Schleifer for his mel script (jsOrientJoint) that simplifies this operation ('coz it's not that easy as I explained it). He's a member of cgtalk.
ryguy
09-04-2002, 02:14 AM
Solved the problem... I should of looked at the thread on page 2- http://www.cgtalk.com/showthread.php?s=&threadid=19445 :)
It wasn't the skeleton, I had grouped my joints and geometry in one group node. I just seperated the groups (one is a joint group, the other is all my geometry) and my character resizes with no problem now.
I'll have to take a look at that script you mentioned though, might save me some time rather than manually changing the rotation axis for each joint.
Thanks for the help!
wireFrame
09-04-2002, 02:27 AM
It won't work that way... believe me.
Anyway, goodluck.
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