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ToreB

Scaling problems...

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A simple question, that propably has a really simpel answer, but this has had me puzzled:

How do I scale a complete model (including all bones) in Model mode??

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If you scale the root bone (or perhaps more correctly the model bone) all other bones will scale with it.

Just make sure you've selected that specific bone.

If the model bone isn't showing up for you remember to click in model space somewhere other than on a bone.

Then whack that S key (for scale) and away you go.

 

One good way to do this in the PwS (in Model model) is to create a bone that is the root of all bones.

Folks tend to name this bone 'Root' for obvious reasons; it's the root of all other bones you place in the heirarchy under it.

You then select that root bone and scale it.

Of course the same thing applies to other parts of the model/rigging.

If you just want to scale the bones of the right arm you scale the 'root' of all bones in the right arm heirarchy (often named 'upper arm' or such).

 

Robert Holmen has an excellent example of the scaling process in his Quick Start video on Rigging.

The TaoA:M exercise on rigging also covers this.

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You need to go to the Bone-Mode, select the bone highest in the hierachy (or create one temporarily and drag and drop the other bones on it in the PWS) and press CTRL while scaling.

That should scale every childbone including the attach geometry.

 

See you

*Fuchur*

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We should add this method as well...

 

 

If you want a quick way to scale all bones but don't particularly care to do it in a Model or Action you can scale it via a Choreography. The steps:

 

1. Drop model into Chor

2. Scale Model

3. Export Model (Saving with a new name is optimal)

4. Re-import newly scaled model.

 

*Make sure the Chor doesn't have other objects in it such as Ground plane.... unless of course you want those included with your newly scaled model.

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You need to go to the Bone-Mode, select the bone highest in the hierachy (or create one temporarily and drag and drop the other bones on it in the PWS) and press CTRL while scaling.

That should scale every childbone including the attach geometry.

 

Thanks for the answers! :-)

Using this method does exactly what I wanted, namely scaling both bones and geometry uniformly together. One problem remains though: I cannot scale to an exact value, as the numeric input fields for scaling in the PWS is greyed out in bones mode.

What I want to do is to scale a model including bones to a given value (47.443 % in the specific case), so that next time I import the model into a choreography it will be exactly this value smaller and the scale in the choreography wil appear as 100%.

An alternative would be if there was an "apply scale" command in Chor mode. I then could scale to a numerical value in the choreography and apply this value to be the "new"

100%, but as far as I know no such command is available in A:M?

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You could use a Null (or other object) and then use a Scale Like constraint to scale all Models that have that relationship.

Within the Scale Constraints you can even set the Scale Scale... something I've never used before but could be useful for quickly scaling models to different sizes relative to each other.

That's where you'd likely want to input your 47.443 % setting.

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Ahh, my post crossed yours, Rodney. That method seems to be the ticket. I will try it out! Thanks a lot!

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What's kind of cool about the Chor scaling approach is that you could animate the scale over time.... say from 0 to 100 frames and then use that to dial in any given scale you want that is stored on a given frame. For instance, on frame 49 you could set the scale to the desired %49.223 or whatever and then export. Want the model at 65% scale? go to frame 65 (just double check to make sure it's got a keyframe setting the scale to 65 and export that frame as a model (myModel_65percentScale.mdl)

 

There are lots of cool thing we can do with rigging in a Chor such as building complex rigs for models very quickly by using multiple imports and then saving out those models. Just be careful with file naming of bones. I believe current versions of A:M deal with samename bones well but older releases of A:M don't.

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Yes, the chor scaling worked perfectly! Excellent!

(Note: any animation done to a model in a given scene disappears when chor loads back this model's rescaled/baked version)

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