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Help! Advanced Skeleton/ how to scale rigged character properly(video included)

Help! Advanced Skeleton/ how to scale rigged character properly(video included)

tom3401
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Message 1 of 8

Help! Advanced Skeleton/ how to scale rigged character properly(video included)

tom3401
Contributor
Contributor

Hello. I used Advanced Skeleton to rig my character for previs project.

Before using Advanced skeleton, I used Adobe's Mixamo rigging program to rig character.

And by start learning how to use Advanced Skeleton, after testing several movements, this problem occured.

 

Here are some videos to explain.

 

This is Cyborg model I got from Truong cg artist.

When I make videos, I used 2 or 3 whole controls that can move, rotate, and scale character individually.

In this video, I put new whole-controller to character and scaling up and moving character is fine.

 

 

In this video, I used Tekken' Mokujin for testing Advanced Skeleton.(rigged for testing only)

I made this character's outliner setting equal to Cyborg's one. (moving all groups to main controller except geo group.)

When I scale, it just gets fat.

 

Next, I made new controller and just put it directly into the folder and made main-controller inside the new one. 

It moves and rotates properly, but scaling up is...not doing so good.

 

 

How can I make my character to scale up just like first video?

Was there something wrong with my outliner at the first time I created AdvancedSkeleton?

Everything works well, but only this gives me frustration and anxious.

Please! I desperately need your help!

 

 

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10,618 Views
7 Replies
Replies (7)
Message 2 of 8

dino.figuera
Explorer
Explorer

s

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Message 3 of 8

dino.figuera
Explorer
Explorer

wrong reply n.2

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Message 4 of 8

dinofiguera
Collaborator
Collaborator
Accepted solution

Hey, sorry I made a mess with another account. This is the right one.

I am not sure but It looks like they made some changes in the advanced skeleton hierarchy.
The script gets constantly updated so I would not be surprised.

But anyway why are you creating this extra control in the first place?  You do not really need it.

if you select the root bone of the fit skeleton, there is an attribute called "num main extras" or something like this.

if you input a number there, you will get as many Main controllers as you want after building the advanced skeleton.

And the global scale will always work.

 

If I remember correctly this should work even if your skeleton is already built, you input the extras number and then rebuild the rig.
Cheers

D

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Message 5 of 8

tom3401
Contributor
Contributor

Hello.

The reason that I need controller to move and scale whole character, is because it can change animated character's location and make animations such as rolling on ground or tumbling in the air way more easy.

 

I checked my character's root bone(already built) but couldn't find "num main extras" like you said.

Probably not in the version 5.826. Or can you send me some photos of it?

 

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Message 6 of 8

dinofiguera
Collaborator
Collaborator
Accepted solution

Not the character root bone, The "FIT SKELETON" root bone. It is a separated skeleton inside the script hierarchy.

I know how useful extra controllers are, I just said you don't need to create them on your own because advanced skeleton has already a setting for that.

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Message 7 of 8

dinofiguera
Collaborator
Collaborator
Accepted solution

image...
I have checked the connections and I was right, there is not normal parenting anymore, each extra control is connected with multipliers in order to get a proper scale.

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Message 8 of 8

tom3401
Contributor
Contributor

I finally got it!

Appreciate your advice! This helped me a lot! Thank you 🙂