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Scaling A Biped with Skin in 3DSMAX

9 REPLIES 9
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Message 1 of 10
Anonymous
11212 Views, 9 Replies

Scaling A Biped with Skin in 3DSMAX

Anonymous
Not applicable
So we're working on this project, and we're using stock pre-rigged models in an effort save time. Unfortunately, not all of the models are enveloped the same or at the same scale. Some are 1 inch... and some are 12ft, some use Skin some use Physique you see the problem. We are now trying to unify all the character scales relative to each other. The only problem is when we go to change the biped height in the structure rollout, the rig scales fine, but the meshes that use Skin look like they've been through hell, as if they were only being scaled on one axis.

Does anyone out there know what can be done to get around this? There has to be a way.
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Scaling A Biped with Skin in 3DSMAX

So we're working on this project, and we're using stock pre-rigged models in an effort save time. Unfortunately, not all of the models are enveloped the same or at the same scale. Some are 1 inch... and some are 12ft, some use Skin some use Physique you see the problem. We are now trying to unify all the character scales relative to each other. The only problem is when we go to change the biped height in the structure rollout, the rig scales fine, but the meshes that use Skin look like they've been through hell, as if they were only being scaled on one axis.

Does anyone out there know what can be done to get around this? There has to be a way.
9 REPLIES 9
Message 2 of 10
bhnh
in reply to: Anonymous

bhnh
Advocate
Advocate
Are you first turning on the Figure mode? The following is from the Max9 User Reference...

To scale a biped that has a mesh attached to it by using Physique:

1. Select the biped.

2. On the Motion panel, on the Biped rollout, turn on Figure mode .

3. On ths Structure rollout, change the biped's height.

The biped and mesh scale together.

To reinitialize a scaled mesh:

Reinitializing a scaled mesh might be necessary if you use Initial Skeleton Pose in Physique. In this case, the mesh appears at its size before scaling. To correct for this, perform the following steps:

1. On the Modify panel, either make Physique inactive, or highlight the skin so the active level is below the Physique modifier in the stack.

2. Scale and move the mesh until it matches the biped or bones.

3. Re-enable Physique, or highlight its name once more in the stack display.
The mesh will get large because it is doubly scaled.

4. Reinitialize with Initial Skeleton Pose turned on.
The mesh will shrink to the size you set during scaling.
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Are you first turning on the Figure mode? The following is from the Max9 User Reference...

To scale a biped that has a mesh attached to it by using Physique:

1. Select the biped.

2. On the Motion panel, on the Biped rollout, turn on Figure mode .

3. On ths Structure rollout, change the biped's height.

The biped and mesh scale together.

To reinitialize a scaled mesh:

Reinitializing a scaled mesh might be necessary if you use Initial Skeleton Pose in Physique. In this case, the mesh appears at its size before scaling. To correct for this, perform the following steps:

1. On the Modify panel, either make Physique inactive, or highlight the skin so the active level is below the Physique modifier in the stack.

2. Scale and move the mesh until it matches the biped or bones.

3. Re-enable Physique, or highlight its name once more in the stack display.
The mesh will get large because it is doubly scaled.

4. Reinitialize with Initial Skeleton Pose turned on.
The mesh will shrink to the size you set during scaling.
Message 3 of 10
Anonymous
in reply to: Anonymous

Anonymous
Not applicable
For Skinned geometry, save out an ENV file from the Skin modifier. Delete the modifier. Scale the mesh the exact same percentage as the Biped. It helps to use the Biped's Footstep object as the reference center point for the scale operation. Reset XForm. Reapply skin and load your ENV file.

There is probably a more streamlined way to do this, but this method does work.

For Skinned geometry, save out an ENV file from the Skin modifier. Delete the modifier. Scale the mesh the exact same percentage as the Biped. It helps to use the Biped's Footstep object as the reference center point for the scale operation. Reset XForm. Reapply skin and load your ENV file.

There is probably a more streamlined way to do this, but this method does work.
Message 4 of 10
Anonymous
in reply to: Anonymous

Anonymous
Not applicable
We usually just bring in a character and use the "rescale world utility" the resize it. Just measure what size it is, and what size you want it to be and scale it to the appropriate amount.

We usually just bring in a character and use the "rescale world utility" the resize it. Just measure what size it is, and what size you want it to be and scale it to the appropriate amount.
Message 5 of 10
Anonymous
in reply to: Anonymous

Anonymous
Not applicable
To adjust bones in the skin modifier...
Go into base pose (figure mode, frame zero...or however you get to your base pose)
Save off an env file (skin:advanced rollout) for safety reasons
turn off always deform (in the skin:advanced rollout)
adjust the skeleton (as others have said above)
scale your mesh (ideally in subobject vert mode to avoid adding a scale at the node level)
turn always deform back on.

I feel for you...fixing other peoples rigs sucks...
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To adjust bones in the skin modifier...
Go into base pose (figure mode, frame zero...or however you get to your base pose)
Save off an env file (skin:advanced rollout) for safety reasons
turn off always deform (in the skin:advanced rollout)
adjust the skeleton (as others have said above)
scale your mesh (ideally in subobject vert mode to avoid adding a scale at the node level)
turn always deform back on.

I feel for you...fixing other peoples rigs sucks...
Message 6 of 10
Anonymous
in reply to: Anonymous

Anonymous
Not applicable
Hey guys,

Sorry for the late reply... you all rock! Palm, Y&R and my whole team thank you. You're help got us through some seriously hairy stuff. Check out the work here.




Cheers,


-Orme
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Hey guys,

Sorry for the late reply... you all rock! Palm, Y&R and my whole team thank you. You're help got us through some seriously hairy stuff. Check out the work here.




Cheers,


-Orme
Message 7 of 10
Anonymous
in reply to: Anonymous

Anonymous
Not applicable
I'm sure a few people having the same problem will come to this thread through search, etc., as it's the first link that pops up. So I figured I'd share my method for scaling a combination of bones, bipeds, meshes, etc. I know the answers above answer the same questions, but just incase they don't, here's my solution.

So first off, select your meshes with skin modifier and turn off 'always deform.' Next, any added bones to the biped rig you have need their connection broken. Not any chains of bones, but just the core bones that link them together with the biped. Just unparent those and you're set.

Next, you should be able to just simply select everything and scale it down without any problems. You may notice your mesh is a bit off center, but a simple translation with the movement tool can fix that up quickly. Hope I was able to lend a hand, although I've probably missed something here or there :P.

I'm sure a few people having the same problem will come to this thread through search, etc., as it's the first link that pops up. So I figured I'd share my method for scaling a combination of bones, bipeds, meshes, etc. I know the answers above answer the same questions, but just incase they don't, here's my solution.

So first off, select your meshes with skin modifier and turn off 'always deform.' Next, any added bones to the biped rig you have need their connection broken. Not any chains of bones, but just the core bones that link them together with the biped. Just unparent those and you're set.

Next, you should be able to just simply select everything and scale it down without any problems. You may notice your mesh is a bit off center, but a simple translation with the movement tool can fix that up quickly. Hope I was able to lend a hand, although I've probably missed something here or there :P.
Message 8 of 10
projinf3d
in reply to: Anonymous

projinf3d
Enthusiast
Enthusiast

Yep your way worked for me Xatoku ... Really didn't want to have to scale up my environment 300%, just to accommodate my character!!!.. Only thing you missed  was enabling 'Figure Mode' in biped settings, before you scale up/down... both my mesh & biped scales were random as I'm usually slack when it comes to accurate units/measurements etc (lol) so just to make sure they're both in correct proportion, in biped settings, under 'Structure', I moved the biped height's decimal point one spot to the left, shrinking it down to 10% and then same percentage on 'Select & Uniform Scale' (right mouse click) for the mesh.

 

Cheers!!! Smiley Very Happy 

 

PS: I noticed the biped was a little off centre once scaled... wasnt sure if it was always that way as auto rigged in Mixamo!?... It'll do for now & will fix it up eventually for final render.

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Yep your way worked for me Xatoku ... Really didn't want to have to scale up my environment 300%, just to accommodate my character!!!.. Only thing you missed  was enabling 'Figure Mode' in biped settings, before you scale up/down... both my mesh & biped scales were random as I'm usually slack when it comes to accurate units/measurements etc (lol) so just to make sure they're both in correct proportion, in biped settings, under 'Structure', I moved the biped height's decimal point one spot to the left, shrinking it down to 10% and then same percentage on 'Select & Uniform Scale' (right mouse click) for the mesh.

 

Cheers!!! Smiley Very Happy 

 

PS: I noticed the biped was a little off centre once scaled... wasnt sure if it was always that way as auto rigged in Mixamo!?... It'll do for now & will fix it up eventually for final render.

Message 9 of 10
steve_wilson1
in reply to: Anonymous

steve_wilson1
Participant
Participant

This worked for me. Such a timesaver. Thanks

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This worked for me. Such a timesaver. Thanks

Message 10 of 10
TABACOHABANO
in reply to: Anonymous

TABACOHABANO
Observer
Observer
Thank you! This approach really resolved this matter for me.
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Thank you! This approach really resolved this matter for me.

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