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Cannot scale a rigged character with biped embedded.


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8 replies to this topic

#1 lucky6969b   Members   -  Reputation: 572

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Posted 15 August 2012 - 11:29 PM

I attach a video with this thread. The character seems to be the same size after I scaled it down

https://www.asuswebstorage.com/navigate/share/GYYPUJ6X5Y

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#2 lucky6969b   Members   -  Reputation: 572

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Posted 16 August 2012 - 10:12 PM

When I convert the mesh with the biped to an editable mesh, then rescale it, it does work for the mesh but the biped linkage will be lost.
The biped doesn't scale up or down, just the mesh. Also tried editable-poly to no avail.
Thanks
Jack

#3 lucky6969b   Members   -  Reputation: 572

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Posted 16 August 2012 - 11:52 PM

http://forums.cgsociety.org/archive/index.php/t-276791.html

Sorry, except for headless' clue, nothing works so far. But the thing is only the height can be adjusted, not the width, so that a tall guy becomes a short and fat guy

#4 lucky6969b   Members   -  Reputation: 572

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Posted 17 August 2012 - 01:10 AM

Hi,
I am able to shrink the biped + the mesh now, but I've got problems on export with panda exporter now.
Currently, I am having a set of bones, some helpers and a group of meshes grouped together to form an editable mesh.
-Exported object
- Biped helpers
- Pelvis Bone
- finger Bone
....
- A group of mesh
- finger mesh
- pelvis mesh
........

This set of objects are grouped and sit at 0,0,0, when I export it, it is seriously deformed. Would there be a problem of incorrectly scaling the object so that the skin modifier has got something wrong with it?
Thanks
Jack

#5 lucky6969b   Members   -  Reputation: 572

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Posted 17 August 2012 - 01:11 AM

Hi,
I am able to shrink the biped + the mesh now, but I've got problems on export with panda exporter now.
Currently, I am having a set of bones, some helpers and a group of meshes grouped together to form an editable mesh.

-Exported object
- Biped helpers
- Pelvis Bone
- finger Bone
....
- A group of mesh
- finger mesh
- pelvis mesh
........

This set of objects are grouped and sit at 0,0,0, when I export it, it is seriously deformed. Would there be a problem of incorrectly scaling the object so that the skin modifier has got something wrong with it?
Thanks
Jack

#6 lucky6969b   Members   -  Reputation: 572

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Posted 17 August 2012 - 01:12 AM

Sorry can't either indent or edit the post

#7 lucky6969b   Members   -  Reputation: 572

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Posted 17 August 2012 - 02:21 AM

Now I grouped the bones, I moved the grouped bones to 0,0,0 and the mesh to 0,0,0 with the pivot near the foot
Now the mesh and the biped stand on 0, 0, 0

When I enter biped mode, the bones move down a bit and centered around the pelvis.
Is this correct?
I want to re-skin the mesh. I add skin modifier and add all the bones from the biped. But nothing happens?
Why?

#8 lucky6969b   Members   -  Reputation: 572

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Posted 17 August 2012 - 02:23 AM

Forget the last post

Now I grouped the bones, I moved the grouped bones [in figure mode] to 0,0,0 and the mesh to 0,0,0 with the pivot near the foot
Now the mesh and the biped stand on 0, 0, 0
When I leave figure mode, the bones move down a bit and centered around the pelvis.
Is this correct?
I want to re-skin the mesh. I add skin modifier and add all the bones from the biped. But nothing happens?
Why?

#9 lucky6969b   Members   -  Reputation: 572

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Posted 17 August 2012 - 02:30 AM

Sorry again. Do I have to group the bones to set the locations either in figure or non-figure mode?
Who comes first?




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