Scaling Trouble!! Need help resetting xform on skinned and rigged model...

ckaufman831
Explorer

Scaling Trouble!! Need help resetting xform on skinned and rigged model...

ckaufman831
Explorer
Explorer

Hi all! So I'm at a total loss here.. I purchased a 3D model that came with both a rigged and unrigged MAX file, as well as an FBX. I would really like to use the rigged model in my unity project, however when importing it, the models scale values are negative, causing the material to render the wrong face(see picture 1 WTF.png). I tried following the procedure outlined Here and I got close, but the models limbs are being scrunched up weird leading me to believe there's an issue with how the model is rigged to the bones (as seen in picture 2 ImproperlyScaled.png). I am a native blender user and am only on a free trial with 3DSMax so I am trying to get this figured out before it expires 😁. As such I am very unfamiliar with 3DSMax's layout and features, and have had trouble following YouTube tutorials where their model is set up differently than mine. I have included the rigged file for anyone willing to take a look at it, and hopefully point me in the right direction or tell me what I'm doing wrong. If I left anything important out please let me know.  Thanks for reading and have a great day! 😀

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ckaufman831
Explorer
Explorer

Darn I thought I figured it out but I guess I just made more problems... I thought if I turned of "always deform" on the skin modifier, set the mesh's scale from negative value to positive, rotate it back into place, than turn back on always deform I would end up with a positive value and everything would work. however this seems to have messed up the skin rigging pretty badly as when i rotate the head bone, only the eyeballs move and the feet ate sticking to the ground weirdly 😆 Darnit.png

Is there a way to copy the rig over from one mesh to another? like if i made a clone of the object before adjusting scale?

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dmitriy.shpilevoy
Collaborator
Collaborator

You can reset the model, but not the bones.

 

Go to your default/A-pose frame.

Make a copy of your mesh. Go to Utilities panel, apply resetXForm > reset selected. Collapse modifier stack.

Modify panel. Apply SkinWrap to it, Add original mesh. Face Deformation might work better than Vertex or vice versa, switch between them and check.

Check animation. If everything works well - in SkinWrap use Convert To Skin.

Delete original Mesh.

ckaufman831
Explorer
Explorer

Wow! Amazing!! It worked perfectly thank you !! The only thing that didn't get copied over from the original model is the morpher for the facial expressions but I see there is an extract mesh button that extracts the morphed frames, if i get that lined up with my new mesh would it be possible to copy over to a new morpher? Thank you again for your help I am so stoked, this is more progress than I've made with it all week hehe 

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dmitriy.shpilevoy
Collaborator
Collaborator

Since mesh is identical (vertex index wise) it should be possible to use same target meshes in Morpher. Though I never experimented with mesh extraction.

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domo.spaji
Advisor
Advisor

You should just change the scale value (- to +), not turning off anything in skin mod.

Skin mod. would mirror the mesh again to original state

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