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mosta
07-10-2009, 07:59 AM
Hi as a rookie I made a model prepare to animate but when I put into a scene with the other characters the sizes don macht...there's a way to rescale the hole model (with bones) ??
thanx

toRigOrNotToRig
07-13-2009, 05:38 AM
Which software package?

mosta
07-13-2009, 07:17 AM
3ds max 10 but with studio character, no CAT.
thanx for reply

toRigOrNotToRig
07-13-2009, 06:42 PM
There's a way I know, it might not be the best or easiest but it's the only one I know, and it will work. It requires some simple math and takes about five minutes. Much shorter than repainting weights on an entire rig.

Here's what you do...

First you need to figure out how much you want to scale the model. Take a duplicate of the mesh alone and compare it to the other characters, scaling it to where you want it, and figure out what percentage that is by watching the 'xyz' boxes at the bottom of the screen. For my example, I'm going to scale my figure down 20%.

First, put the biped into figure mode (t-pose).
Go to the utilities rollout (with the hammer), and under "utilities" select "more" and then select "Skin Utilities"
Two buttons will appear. With your mesh selected, click "extract skin data to mesh" and it will create another mesh with the weight data held in it. This will be so you can transfer the weights back. Simply copying the Skin modifier will not work, your model will wind up looking all wrong if you do.

Then, make sure the original mesh is selected and go back to the modifier rollout, right click the 'Skin' and select "delete" or you can just collapse the stack.
Now go back to the Character Studio rollout, and under "Structure" note what the "height" of the skeleton is. In the example that I'm doing, it's 1.768m.

You're going to want to figure out what 20 percent of that is, and subtract it from the original height.

(original height x the percentage you need) = the difference, then the original height - the difference = the new height
(1.768m x .20) = .3536m then 1.768m - .3536m = 1.4144m

Now change the height to whatever you get when you do this for your own situation, as that's the percentage down that you need to scale it. In my example, the new height is 1.4144m.

The geometry will stay behind, but you're going to scale this separately. In my example, I'm scaling it down 20%, so watch the boxes at the bottom of the user interface, select both the original mesh and the Skin_Data mesh, and reduce them by 20%, or whatever percentage you need. (After scaling them, you might want to reset the xform to be on the safe side, because sometimes not doing so can cause unforeseen problems later)

If the pivot isn't at the character's feet on the geometry, then you will need to adjust it's height as well, because the skeleton scales from the feet. So for example if your pivot is in the hips of the mesh, you'll need to lower it on the Z until it lines up with the skeleton. If the pivot of the geometry is at the feet, then you won't have to adjust anything. So if you need to adjust the height, be sure to select both the original mesh and the Skin_Data mesh and drag them down to match the skeleton.

Once the mesh matches up with the skeleton again, you're almost done. Now you're going to want to go to the modifier tab and add a skin modifier back onto the original mesh. Add your bones into the set.

Then select the weight data mesh, then CTRL-select the original mesh. Go to the utilities tab, and select "Import Skin Data From Mesh". A window will pop up. Select "match by name" on the right side. All of your bones should match unless you've missed one. If you've missed one, close that window, go back to the modifier tab and add the bone, and then go back to the utilities tab and try it again, being sure to select the Skin_Data mesh first, and the original mesh second. Once all the bones match, click "Ok" and it will transfer the weights. You should be good to go at that point, remember before animating to take the rig out of figure mode. The skin transfer works really well on meshes that are identical, which in your case it's the exact same mesh.

I know that was long-winded. If you are confused at any step, just ask me to clarify. Oh, and BTW, I'm using Max 9, so I hope that they haven't renamed any of that stuff ;)

*edit, I had which mesh to select backwards, it is skin_data first and then the original

mosta
07-13-2009, 09:58 PM
WoW, I dunno if is gonna work (tomorrow I will try..) but REALLY thanx for the answer....
see my gallery and if I can help you in some way you think, please let me know.
Fernando

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