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How to scale / reposition rigged and animated model

How to scale / reposition rigged and animated model

Richardd013
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Message 1 of 6

How to scale / reposition rigged and animated model

Richardd013
Enthusiast
Enthusiast

i have a rigged and animated model in maya. is there a way to scale or reposition the initial model position?  i want the model to stay in 0,0,0 which means after i reposition it i have to freeze transformation the model. but since its rigged and animated it wont allow me to freeze the transformation. any help?

 

 

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2,076 Views
5 Replies
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Message 2 of 6

mcw0
Advisor
Advisor

You should be able to position and scale your animated rig.  Most rigs use the very top control, the first control in the hierarchy for just this purpose.  Once you've set the initial state of your rig, duplicate the skinned mesh.  Now you have a new mesh in the position you want and at the scale you want.  Unlock all the attributes so you can freeze the transforms.  Now create a blendshape of the rigged mesh to your second mesh.  Set the "origin" to "world" and not "local".  This should do the trick.

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Message 3 of 6

Richardd013
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Enthusiast
i have controllers which parented to the joints, if i want to move the top hierarchy of the joint should i move the controller or unparent them first?? i need more details for this 😞
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Message 4 of 6

mcw0
Advisor
Advisor

"controllers parented to joints" doesn't sound right.  But if that's what you have, select the top controller of the hierarchy.  You do not want to unparent anything.  Keep everything as it is.  Now, is the parent of this controller a joint?  If it is, then what is the parent of this joint?  What you want is a transform node that you can use to translate and scale your rig.  Once you have a transform, test scaling the rig.  If everything scales accordingly, then use this node to also translate and rotate the rig.

Can you post a screen shot of your outliner showing the hierarchy for your controls?

 

Do you mean the control curves, the shape nodes, are parented to joints?  That would make sense.

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Message 5 of 6

Richardd013
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Enthusiast
sorry my bad what i meant was joint parented to controller. cause the curve(controller) is driving the joints position ^^ . so does it work the same?
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Message 6 of 6

mcw0
Advisor
Advisor

It should.  Give it a try and report back.

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