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Animations created using a diiferent scale to my current project, can i merge them.


djwang
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hi guys thankyou for reading my post.

 

i have just bought some pre rigged models and have noticed that they warp and stretch strangely when i merge them into the project scene am working on. the animations i have bought, were created using 1 unit = 1inch, and i use 1 unit = 1 centimeter. what happens is the mesh that is controlled by the bones is stretch oddly, and the models look arwfull.

 

is their a work around to this problem so that i can use them ? i must be able to use the 1 unit = 1 centimeter scene as it has models and bone structures ive spent ages making.

 

thanks for any help guys

 

Dj

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If they are axyzdesign go into the manual that came with the characters and it will walk you through how to change scale. I had the same issue with attempting to bring in rigged characters to a scene set to one unit equals a foot.

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Off the top of my head it sounds like they need scaling in sub-object mode. I had the same problem and it was because I scaled a part of my character not the element/poly. Resetting Xref helped on that occasion but been awhile since I had the problem so a little foggy.

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thanks guys for all your response ill try the link you have provided and see how i get on, their not the type of brand your suggesting ezb but i dont see why a theory cant be applied to a differt scenario. thanks flint thanks ezb 8-)

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i have downloaded the demo charector as reccomended, and the starting point is to select he root of the model. in the tutorial this is indicated as biped, but my model does nt use a biped its kind of a ik solver with bones and helpers . ill give you the link to the model i picked up i dont espect any one to do the work for me so am not hinting but , may be their something am missing and could learn from an inspection.

 

http://www.creativecrash.com/3dsmax/downloads/character-rigs/c/fish-orghie

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If it's just a fish swimming around then you could open the scene in it's native units and create a point cache file for the animation. Once you have that, delete that character rig and apply the point cache modifier to the original mesh and assign it the .xml file that you created.

 

then scale away it will retain it's animation proper to the scale.

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