edlundart Posted August 25, 2007 Posted August 25, 2007 i've been making models for a little while, putting them into a choreography, and animating with them. but now i made a new model, and when i try to import it into my chor, the model gets a huge bounding box around it with a huge bone somewhere away from the object. if i edit the model, the root bone is smaller and placed correctly. but back in the chor, it has this huge misplaced one. how do i get the bounding box to appear normal again, so that i can easily manipulate the model (ie, rotate it, animate it) ? i have found other threads where people have this or a similar sounding problem, but i have yet to find a clear answer i cold grasp. any help would be appreciated -- thanks! Quote
KenH Posted August 25, 2007 Posted August 25, 2007 I've never heard of that before. Are you sure you're looking at the root bone in the bone window? Select a blank space round the model in bones mode to see the root bone. Also, if you open the model in a brand new chor does it look the same? Quote
largento Posted August 25, 2007 Posted August 25, 2007 Did you move the model far away from the center axis in the model window? Quote
edlundart Posted August 25, 2007 Author Posted August 25, 2007 KenH, your suspicion was correct! i thought it was the root bone, but as it turns out, when i selected a blank area in bones mode, the giant root bone showed up. so, i can now scale and position it to my liking. i don't get what the other bone is then, but it was labeled COG and was a remnant from the cube primitive i used to create this particular model. what is that bone for? anyway, thanks so much to both you and largento for helping! Quote
Fuchur Posted August 26, 2007 Posted August 26, 2007 KenH, your suspicion was correct! i thought it was the root bone, but as it turns out, when i selected a blank area in bones mode, the giant root bone showed up. so, i can now scale and position it to my liking. i don't get what the other bone is then, but it was labeled COG and was a remnant from the cube primitive i used to create this particular model. what is that bone for? anyway, thanks so much to both you and largento for helping! The bones determins, where the rotation- & scale-pivot is and how big the model is The other bone called "COG" was from a rig, which was implemented by hand, the "root"-bone (which will be the model-bone in the choreo) is generated for every Model by the computer. *Fuchur* Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.