resize a joint skeleton.

resize a joint skeleton.

consrojo
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Message 1 of 13

resize a joint skeleton.

consrojo
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im trying to resize a joint chain that is binded, but when i try to resize the joint chain doesnt follow the resize shape that im trying to input it, is there a way where i can resize that joint chain, or what do i need to do to do it?

 

tks in advance.

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Message 2 of 13

consrojo
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im still getting that result, i ve tried to bind the skin in different ways but always when i try to scale both the joint chain and the mesh at the same time, it goes as unexpected as always, any help ll be thankfull.

 

tks in advance.

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Message 3 of 13

jmreinhart
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So if you scale the mesh (using the scale attribute) and scale the joints the mesh is bound to, you'll get double transforms and the mesh will scale up twice as much as the skeleton. The proper way to do this is to scale only the skeleton. 

 

What made be giving you trouble is the scaleCompensate behavior on joints. If you scale a parent joint it will not scale all the children with it. In the image below the top mesh has the first joint scaled up, and the bottom mesh has a transform node above the joint chain scaled up.

jonahrnhrt_0-1594366619834.png

 

When I work I usually create a group above all the skin joints in a component and scale that, but the method for achieving uniform scale can vary from rig to rig. 

 

Sorry I don't have a simple answer for you but hopefully that info will help you find the source of your problem.

 

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Message 4 of 13

consrojo
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tks for the answer, step by step im gonna get rid of that, of course you have enlight me, how do you create a group in a component?, how can i use that transform node?, another question, im trying to duplicate that rigged mesh, but when i do that, all the binded process is not copied, how can i copy an entire mesh rigged? tks for the answer and tks in advance.

 

later

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Message 5 of 13

jmreinhart
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how do you create a group in a component?


I set up my rig so that each component has a set of skin joints, I don't have a single continuous skeleton (unless I'm going to importing into unreal engine). You just need to select the joints and press ctl+G to create a group (a group is a transform node). The other questions aren't really related so you should create new post for them so that people who have the same issues in the future can find them more easily.

Message 6 of 13

consrojo
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i have managed to make the duplicate process succes, duplicate special, selectiong both the mesh and the joint chain.

 

hehehehe, tks mate, gonna read bout the transform node.

Message 7 of 13

consrojo
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tks again, so you dont parent the joints, just group them?

 

tks in advance.

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Message 8 of 13

jmreinhart
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The transform node/group will be the parent of the joint chain. 

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Message 9 of 13

consrojo
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tks for the answer, what else give you that way of work?

 

tks in advance.

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Message 10 of 13

jmreinhart
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@consrojo wrote:

tks for the answer, what else give you that way of work?

 

tks in advance.


I don't understand your question.

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Message 11 of 13

consrojo
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tks, sorry for my english, what kind of pros give you using groups instead of parenting the joints?

 

hehehehe, tks in advanced.

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Message 12 of 13

jmreinhart
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grouping the joints is the same as parenting the joints to a transform node. It's just different ways of saying the same thing.

 

It can be helpful to have your skeleton broken up into arm, leg, spine, etc because then you can reuse a single part of the rig without having to deal with lots of connections between the components.

 

the series "Cult of rig" covers this componentization in detail.

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Message 13 of 13

consrojo
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tks, gonna search for that, again tks for the help, hope to see you later here. 

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