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View Full Version : problem re-sizing FBX too large to view in 2011?


CgWannabe999
06-21-2011, 04:26 AM
I'm importing an FBX model from 3ds 2011 which is way too large to be viewed with Motion Builder 2011 (I can barely see a distorted view of part of it if I zoom all the way out).

The model is a skinned mesh with a CAT rig, and I've been unable to figure out how to re-size it in 3ds: http://forums.cgsociety.org/showthread.php?p=7023528#post7023528

Here's what I've tried in MotionBuilder 2011.
1. Merge giant character from 3ds FBX


2. Merge FBX template for character


3. Characterize (using schematic view)


4. Create control Rig and make control rig active.

5. in Scene select CharName_CtrlReference

6. in properties/Scaling, set all three to .002

Now I can see the character re-sized properly.

However ... if I merge in ‘Walkaround’ and set the Input to ‘Mia’, the character disappears.

I’m basing this on an old thread that mentioned to add a reference to the characterization, and then scale this.

I thought this was basically what I was doing, as CtrlReference sounds like a reference?


I've tried creating an actual Reference to the scale property (using MB Help), and scaling this Reference, but ... with the exact same result as above.




I'm very new to MotionBuilder, and know this must be very basic.

How can I scale the character so that I can use him in MotionBuilder?


Thanks!

Neill
06-27-2011, 07:32 AM
Hi,

I guess you have to try changing fbx import/export Units instead of scaling factor.

CgWannabe999
06-28-2011, 07:04 PM
Hi,

I guess you have to try changing fbx import/export Units instead of scaling factor.

Do you mean change the units in 3ds Max?

I've heard to change from inches to centimeters, but re-sizing using the standard units dialog opens up a world of hurt (where you can get your character re-sized in 3ds so it will import into MotionBuilder, but when you export the motions back out from MotionBuilder, they are WAY off due to the re-sized scale).

Unfortunately, 3ds Max doesn't have an input for scale factor in FBX export like Lightwave does.

I finally found a way to scale a rigged and skinned CAT character in 3ds (so I can go back and forth to MotionBuilder), but it is rather a pain (involves modifying the rig, removing constants, etc.)

I keep thinking there must be a way to parent a character to a null in MotionBuilder and change the scale (yes, I'm very new to MotionBuilder). I'm sure there must be a very simple way to do this buried within MotionBuilder.

Or, should I worry about scale at all?

My concern is that for anything involving physics and gravity - that scale would matter in MotionBuilder.

Thanks!