View Full Version : Scaling multipe objects
revert 02-26-2005, 03:02 AM I have a question regarding scaling of selected multiple objects. I have robotic arm, made up of lots of objects, shoulder, forearm, finger joints etc. I want to keep them this way but be able to scale the whole arm as one without the problems of double transforms etc. Any ideas?
I do have other objects in the scene that i selected and created a model from, selecting the model scales prefectly. When i tried the same for the arm, something went wrong. When i create the model, the options in the popup are greyed out for external or internal storage. If i click ok, i have a model that can't be transformed in anyway?
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Strang
02-26-2005, 03:34 AM
*edit misunderstood you. rethinking
mr Bob
02-26-2005, 04:34 AM
ok well normally in your rig you build in a null to scale your character rig , then below that build in a scale offset so you can then off set that rig and have characters at slightly different heights . then the mesh will follow the rig .
now if your are just creating a model with lots of different parts and just want to scale it up or down , stick everything under a null , freeze transforms on the lot and scale . if you have f curves , expressions , constraints on it can go all screwy , one bit of advice would be always stick everything under a model and never move that model null from world 0,0,0 then you always have a ref point , if you want to move the position of the geometry around the scene put a NULL below the model heirarchy and use that .
hope it helps B
revert
02-26-2005, 05:36 AM
Thanks mr Bob, that help a lot.
SeaQuake
02-27-2005, 07:18 AM
The easiest way to do that is to select your objects, open the Local Transform ppg, and go to Neutral Pose, and hit Set Neutral Pose. This would zero out all your transforms.
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