I´ve never encountered a situation when there was no way of scaling a rigged character, no matter how many things are going on rigging or skinning wise. But now I´m working on a character that has double skinning, meaning I´m using influences that have been skinned themselves and this seems to cause major scaling troubles. I´ve attached two Maya sceenshots where you can see the problem.
Scaling the whole character works fine except for the points that are influenced by the poly plane influence object to the characters lower front. The skinCluster on the coat is of course using components to be able to get the effect of the poly plane (the plane is bound to the legs). There are also influence objects on the poly plane to be able to tweak the deformation when there´s bigger leg movement, but I don´t think the cause any trouble. They are parented to the leg joints like any other ordinary influences.
I´m not 100% sure what the problem is exactly. But I made a test scene and I think Maya applies the wrong transformation to the points influenced by the influence object (see the other two pics from the test scene), meaning, it moves the components based on the unscaled state of the group node or something.
Maybe there´s a way of couteracting the wrong transformation of those points? I tried making a cluster of the misbehaving points and counter-scaling them but the result is simply not the same. I think what is happening might be more complex than to correct with a simple counter-scale at some point in the hierarchy. :hmm:
I´ve attached the test scene if you want to give it a try. I´d appreciate any help, there must be a way …
test scene, maya 5.01