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How to move/scale a rigged character?

4 REPLIES 4
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Message 1 of 5
Anonymous
32757 Views, 4 Replies

How to move/scale a rigged character?

Hello

 

I have recently finished rigging my character and all the controllers work fine.

 

Now I want to import my character into a new scene where i have modeled a living room but the problem I'm facing is that I can't seem to move around or scale my character (I am new to Maya).

 

I have searched for answers online and found one thread where was suggested that everything should be grouped. However, i don't understand how's that supposed to be done. If anyone knows, or has a different suggestion, please let me know.

 

I have attached a screenshot of my rigged character. Also, i think it is worth mentioning that the eyes, tongue & teeth of my character are separate meshes from the body mesh.

 

 

 

4 REPLIES 4
Message 2 of 5
Anonymous
in reply to: Anonymous

This is another screenshot with the outliner.

 

The "fit skeleton" and "Face Group" are part of my rig. I rigged my character using Advanced Skeleton.

 

 

Message 3 of 5
susheelreddy87
in reply to: Anonymous

Bro, u need to group everything separately like a separate group for all the control curves and a separate group for handles and a separate group for joints and then create a new control curve to which all the above groups must be a child to it..name this curve as global control curve such that u can use it

Message 4 of 5
Anonymous
in reply to: Anonymous

I had same problem and I solved maybe it solves yours too : your Geometry group should be OUT of the group that you want to scale. the group that you want to scale should have the Bones group and Controllers group. Read the paragraph below it helped me :

 

You should start by grouping all your ikHandles under a "ikHandlesGrp" node, and all your joints under a "skeletonGrp", the same thing for the control curves under "controlsGrp", then you could groups these tree groups under a "globalScale" then this last one under a "globalTransform" lastly group it under a "characaterName_TopNode" (Ex. "cat_topNode").

Then you can select all your skinned geometry and group under a "geometryGrp" node and parent to the "characterName_TopNode" the scaling will happen via the globalScale node... and your skinned meshes should be out of this hierarchy, because the skinCluster will pass the scaling from joints to mesh... otherwise you would have double transformations.

This should give you a good start.

If you´re using strethcy arms, legs and spine... there´s other procedures to perform... but this will depend heavily on the technique used to rig them.

Message 5 of 5
rogodoy
in reply to: Anonymous

Select all bonesSelect all bonest

In the outliner select all bones in hierarchy. Do not exclude any bone, select the geometry of your character. The skinned mesh and sacale the model to your needs. After that resize de bones in Display> Animation> joint size. 

If you have constraint and ikhandle, select them to, and all the nodes, if you forget on single constraint it wont work.

 

 

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