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View Full Version : Scaling rig -- Skinned Character YIKES


mattregnier
04-14-2003, 04:19 PM
I know that there's supposed to be the way of selecting the root node and grouping and then scaling. I've tried all the different group options, ive tried grouping joints/creating scaling, but everytime I scale the mesh and the rig scale in different proportions. I'm on a tightdeadline and I now have to merge this charcter into a scene and she's huge. Here's a few pics of my setup/outliner and what's happening.


http://web.ics.purdue.edu/~mdregnie/scaling01.jpg
http://web.ics.purdue.edu/~mdregnie/scaling02.jpg
http://web.ics.purdue.edu/~mdregnie/scaling03.jpg
http://web.ics.purdue.edu/~mdregnie/scaling04.jpg

Please help with any suggestions, if you need the maya file I'll post it, I'm just at the end of my rope here...

Thanks

kmp3d
04-14-2003, 09:28 PM
I usually create my rigs with the option to scale in mind, so when I get to the stage where I'm done with the rig, scaling is not a problem. First don't scale the geometry that is bound to the skeleton. Group EVERYTHING that is in the rig, EXCEPT the bound geometry and then try scaling the group. The geometry should then scale appropriately with the rig. I create my control groupings different than you so I don't know if you'll still run into double transformations or not.

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