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Scaling without breaking the rig

10 REPLIES 10
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Message 1 of 11
Anonymous
3308 Views, 10 Replies

Scaling without breaking the rig

Hi, all! I just downloaded a model from internet. When I export the model as FBX file, I can see that the coordinates are like 50.xxx+ I need them to be in the range -1 to 1. I am scaling down the model, then creating a cube mesh at its side, selecting the cube and attaching the character mesh and then coordinates appear in the FBX scaled down. I used this to export static models and code shaders for them. But when I do the same for a model with bones, the bones in-link from the mesh and moving them takes no effect.
How should I scale the model without breaking the hard work the rigger did. I need eventually to translate it vertically. I need the coordinates inside the FBX to ne in the range -1 to 1 and occupying the maximum of that range. I would need to use the UI tools to put it well between the -1/1 range. Just changing the scalle from the FBX exporting options is not enough for me. If there is not an easy eay to do it, i will have to script-it down when I parse the FBX to import it to my render engine.

10 REPLIES 10
Message 2 of 11
Anonymous
in reply to: Anonymous

I'm just guessing...but if you select the root node of your rig and scale it...does that not work ?

Message 3 of 11
Anonymous
in reply to: Anonymous

I tried it twice just to be sure... No, coordinates in FBX doesn't change at all.

Message 4 of 11
Alfred.DeFlaminis
in reply to: Anonymous

Hello @Anonymous and welcome to the community,

 

You don't need to attach the mesh to a box to reset the xform information, you can use the Reset XForm tool and then just collapse your stack.  (Just for future reference.)  Scaling bones and rigs can get tricky however and some exporters may balk or have errors if there is scale transform changes to bones.   It's hard to say without a file to look at.  If you'd like I can create a private folder for you to upload the original mesh and your Max file into and take a look. 

 

Best Regards,

Message 5 of 11
Alfred.DeFlaminis
in reply to: Anonymous
Message 6 of 11
Anonymous
in reply to: Alfred.DeFlaminis

    

This is what I get when I use Rescale World Units dialog. It takes into the 2x2x2 box, but looks unmanageable and I still have to translate it down through the Z, then make the Z to be far end not the top end. I could use Reset XForm, but you warned me that it could lead to problems. And it happened to me before(i mean similar situations)..I fear the situation where after editing the animation for days, something messes up and all those days of work get wasted....

...what I want to say is that ..... I give up!!... I will edit the animation the way it is now and latter I will have to spend some time to transform the FBS file through C#.
I will vote as solution your answer about Rescale World Units because that way I effectively got inside the 2x2x2 box and rigging was not lost.
Thanks!

Cadfge.PNG

Message 7 of 11
Alfred.DeFlaminis
in reply to: Anonymous

Hello @Anonymous,

 

Thank you for the update.  I hope it's not rude of me, but I'm going to unmark the solution since it didn't technically solve your issue.  I do appreciate that you marked it but a fail is a fail.  Scaling rigs has always been a tricky scenario in Max.  If you'd like I can create a private folder for you and check the file, but if you're handy with C then I understand that you probably can do it there with no hassles.  If you ever need anything else please let me know and I'll do whatever I can to help you.

 

Best Regards,

Message 8 of 11
Anonymous
in reply to: Alfred.DeFlaminis

Thank you, Alfred! I don't want to bore you with my stuff. If I code it myself, I would reuse it for other models too, instead of sending you each time the new model I am working with. I do have to parse the FBX, because I need to create RAW arrays of coordinates, UV maps etc. to feed my render. Anyways I will have to parse the FBS through C#. I just wanted to save some work with the UI of 3DMax. But if it's not possible, I'll code it myself.
Thanks, again!

Message 9 of 11
lightcube
in reply to: Anonymous

You may find some helpful tips here: My Model Scale is Wrong. Although it was written to solve issues with rig rescaling for users of my own tools, the principles are applicable to Max at large. Because this became such a long-standing problem where users could not grasp many of the concepts, I ended up re-writing my exporter to account for scaled rigs natively. So the issue isn't as big a problem for my users anymore. But I suggest trying some of options in that page.

 

Also, I'd suggest making a request to AD for better options when exporting FBX.



Shawn Olson

Developer of Wall Worm
3ds Max plugins and Scripts

3ds Max 4/Gmax - 3ds Max 2020
Mudbox 2009-2019

Windows 10 x64
i7 8700K
64GB RAM
Geforce 1080ti
Message 10 of 11
Alfred.DeFlaminis
in reply to: Anonymous

Hello @Anonymous,

It's pretty boss that you can do that, nice!  I wish I learned more programming in my travels, I'm working on learning more MaxScript but I have nothing but respect for programmers like yourself.  I totally understand your point of view, no worries at all.

 

@lightcube,

That's a very well written article, Shawn.  Excellent job summing up all these points.  So much great information here.  It's so good!  I have this bookmarked, thanks for sharing this.  

Best Regards,

Message 11 of 11
Anonymous
in reply to: Anonymous

have you tried this ?

 

http://www.scriptspot.com/3ds-max/scripts/scale-riggs

 

I played with it a bit...and found scaling is actually Inverse of what you think...so if you have a rig and you want to make it 10 times smaller...then in the Scale To you put 10 instead of 0.1 !!

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