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Giant
02-25-2003, 10:10 PM
Hey all-

These concepts are the same as Tutorial 12 in the Character Studio 4 Tutorial Book.

I am trying to resize my mesh and biped so that when I import them into a scene I have created, they are not huge.

I have a mesh that I need to resize using the "Use Transform Coordinate Center", with the coordinate system set to view. Basically when I resize my mesh it will resize towards the ground plane. (However, my mesh's feet do not reside on the ground plane/grid)
When I select the "Select and Uniform Scale Tool" to scale the mesh down, the mesh keeps moving towards the ground plane/grid. Rather than scaling down based on where the feet are positioned now.

So when I initially turn on the Select and Uniform Scale Tool, the gizmo is lying below the feet of my model. It is sitting on the grid.

I need the feet to align perfectly to the grid. How do I take my mesh and have it snap to the grid. If I align my object to the grid by setting zeros for my coordinates, the model's waist is sitting in the middle of the grid. She is cut in half.
Or I need to reset my gizmo, so that it sits at the base of the mesh and not on the grid? Am i making any sense?

I need this to happen so that when I save my physique, dump it from the mod stack, and resize my biped, the feet of the biped and mesh still line up. And yes...I am in Figure Mode when I do this. I have noticed that when in figure mode, opening the Structure rollout, and giving the biped a new height it always resizes, with the feet never breaking the plane it which they stand. Same as having the "Use Transform Coordinate Center".

Please help, I have been on this all day, looked at help files etc...I will even upload or email someone my file to help me.

Thank you ever so much!

Giant

Mahlon
02-26-2003, 01:15 AM
I saw this on the discreet forum the other day. It may be able to sovle you problem. Haven't tried this method personally, but it looks as it works well.

http://support.discreet.com/webboard/wbpx.dll/~3dsmax

Mahlon:beer:

Giant
02-26-2003, 03:46 AM
Thanx...

I found the forum question in the Character Studio area...I will check it out in the morning, and try it out!

much appreciated...lets hope it works!

Giant

Mahlon
02-26-2003, 04:47 AM
Sorry, I thought I had put the full link....

Mahlon

Giant
02-26-2003, 12:59 PM
I understand what the person wrote, it is a bit similar to what is in the help files for Character Studio.

The problem that I have is that the biped and the mesh are aligned perfectly right now. However they both sit above the grid...
When I take the object of my mesh (body, head -the head has morph targets-) and size them down, the mesh is getting resized but is moving in the direction of the grid. However, when I resize the biped, it resizes towards where the feet are positioned.

So the two dont line up at all...and since the envelopes are already done, or mostly, I I need them to line up perfectly, when I reasign the physique modifier and reload my physique file, which has my evelopes saved.

need more help! Is there a way to have an object align or snap right to the top of the grid, I can center the object, but I cannot have the model sit perfectly on top of the grid...maybe that is my problem...

Thanx anyways...

Giant

Mahlon
02-26-2003, 03:00 PM
This is just a guess, but could you link the biped COM to a dummy object which is aligned as perfectly as possible with the bottom of your footbones, and then align that dummy to world z=0, or another dummy at world z=0? Not sure how you'd get the first dummy to align exactly right though. I wonder if you could align to one of the bipeds pivot points in the feet? Just a thought.

Sorry, not much help, but there's got to be a way to do what you're asking. You might ask in a new thread on the CS4 forum at discreet. Your other post over there might be buried.

Mahlon

chudofsinister
02-27-2004, 06:24 PM
Not entirely sure what the question is, but if its just scaling the mesh and biped. Go into the biped roll out of your character, go in to pose mode, go down to structure and near the bottom is a spinner for size, roll that up to what ever scale you want and it should scale both the mesh and the biped.

The problem I am having is trying to merge two bipeds into a scene together. When I scale one using the above method everything is cool. when I scale the second merged biped it wigs completely out and the mesh basically shrink wraps to the biped...............................help.

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