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how to shrink biped bones?
show user profile  ralp99
hi maxforums. longtime member here, though i haven't been on this board for ages.
long story short! i am an environment artist but i have to do some character stuff. i am working thru it alright, but i have hit a snag. i am researching the answer, but it's not coming so easy-- so i thought i would toss it out here..

my character is rigged with biped, got some anim's on him, etc. all of that is good. when i put him into our engine he is too big; he needs to be shrunk down considerably. i found the proper size, when i select the root biped bone to shrink him, noting happens. Then i selected the root, motion/parameters/biped/figure mode, double-click select the root so it selects all the bones, and scale down. nice, the biped's scaling - but the mesh it's bound to is not shrinking with it, in fact it's getting all defomed as a result. trying to shrink the mesh down by itself, of course, does nothing to alleviate things. has anyone got any direction to point me in?

i am RTFM'ing but as i said char stuff is not my usual forte so i am trying to go about it as best i can, but the clock's a tickin', thanks in advance if anyone can help!

-r






read 524 times
3/5/2009 8:26:21 PM (last edit: 3/5/2009 8:26:21 PM)
show user profile  ralp99
http://area.autodesk.com/index.php/forums/viewthread/1030/

this did it (2nd last response, toward the bottom)

yeehaw!

-r






read 514 times
3/5/2009 8:57:03 PM (last edit: 3/5/2009 8:57:03 PM)
show user profile  markoid
So... all done... see you again in 5 years ...j/k
I remember the texturemonkey name :)

Resizing a biped is pretty straightforward as long as it's just a basic biped without stuff linked to it.




read 503 times
3/5/2009 10:55:18 PM (last edit: 3/5/2009 10:55:18 PM)
show user profile  ralp99
yup that's me!

a further note, as i am working thru this stuff - i shrunk the guy but i needed to reset his xforms after and that blew my rig. fortunately i could refer to my earlier file and save all the envelop info, as the guy noted on that webpage - then just reload it into the newly re-skinned due.

Viola!! But wait!! The rig is still busted? Yeah, 'cause the envelopes are there, but the specific vert associations went blammo. Fortunately, some further research led me to find that some dude (mercifully) wrote a script to get around this (basically, save/load vtx weights). I am sure a few maxforumer's have heard to chuggnut in their day - anyway search for his script skintools, it did the trick. it looks like it's got a handy lite suite of other things that will likely save my ass when i edit this rig more (and have to paste it to LOD versions of the mesh as well).

sorry to go off, just thought i would share in case anyone else comes in here hoping to see a simlar solution. I am amazed that max doesn't handle this stuff natively, after all these years.. but then again, am i, REALLY?

-r






read 492 times
3/6/2009 1:00:05 AM (last edit: 3/6/2009 1:00:05 AM)
show user profile  markoid
Huh, I just went to chuggnut's the other day, haven't been there since waaayyy back, grabbed his turbo unwrap for a play round.



read 490 times
3/6/2009 1:11:55 AM (last edit: 3/6/2009 1:11:55 AM)
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