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Problem after scaling bones

Posted: Mon Sep 01, 2008 11:49 pm
by xXxINSANITYxXx
my character is a kid so he is smaller than say an adult, i scaled the skeleton to fit the object in game adn ingame, the person is all streached out and my hair thingy is laying on the ground..... anyone know how to fix?

Re: problem after scaling bones

Posted: Tue Sep 02, 2008 4:10 am
by VF501
How did you try to rescale it?

Did you just select everything then used the scale tool? Usually, touching any bone roots or effectors will seriously screwup a mesh and the skeleton, more so if the mesh is already enveloped to it.

Try selecting just the bone root and scale using that, failing that use dummyroot.

Scale the skeleton first, then re-envelope your mesh and edit the weights to rig it properly.

Also to remove the Clone Trooper Mesh and its ShadowVolume from the Skeleton, select them and go to Animate>Deform>Envelope>Remove Envelope (in XSI 5.0, I don't know the equivalent in Mod Tool 6.0) to remove them from the Skeleton. If your in Mod Tool 6 look under the animation options for anything that deals with envelope deformers.

Re: problem after scaling bones

Posted: Tue Sep 02, 2008 8:06 am
by AceMastermind
You need to export a new basepose, or if you're lazy you could steal the jawa's and see if it looks like what you want ingame. :P

Re: problem after scaling bones

Posted: Tue Sep 02, 2008 9:32 am
by FragMe!
Which unit animations are you using?

As for the hair lying on the ground, how did you try and attach it? Is it suppose to be an addon like cloth or did you try something else.

Re: Problem after scaling bones

Posted: Tue Sep 02, 2008 10:19 pm
by xXxINSANITYxXx
im using obiwans animations.... ok, can some one give me a tut on how to make a new base pose?

ill post an exerpt(hole thing) from my odf:
Hidden/Spoiler:
[hide][GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "rep_inf_blabla.msh"

[Properties]
NumTentacles = "3"
BonesPerTentacle = "3"
TentacleCollType = "0"
AISizeType = "HOVER"

GeometryName = "rep_inf_blabla"
GeometryLowRes = "rep_inf_blabla"
SkeletonName = "blabla"
AnimationName = "obiwan"


JetJump = "10.0" //The initial jump-push given when enabling the jet
JetPush = "0.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "10.0" // for characters with jet jump, use this acceleration for in air control
JetEffect = ""
JetFuelRechargeRate = "0.0" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.0" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.0" //minimum fuel to perform a jet jump(fuel is 0 to 1)
JetShowHud = 0
JetEnergyDrain = 40.0

CollisionScale = "0.0 0.0 0.0" // don't take damage from collisions

WEAPONSECTION = 1
WeaponName1 = "rep_weap_lightsaber_anakin"
WeaponAmmo1 = 0

WEAPONSECTION = 2
WeaponName2 = "com_weap_inf_sabre_throw"
WeaponAmmo2 = 0
WeaponChannel2 = 1

WEAPONSECTION = 3
WeaponName3 = "com_weap_inf_force_choke"
WeaponAmmo3 = 0
WeaponChannel3 = 1


//SOUND

SndHeroSelectable = ""
SndHeroSpawned = "hero_anakin_spawn"
SndHeroDefeated = "hero_anakin_exhausted"
SndHeroKiller = "hero_anakin_exhausted"

VOSound = "rep_off_response_hero_command SC_Follow"
VOSound = "rep_off_response_hero_command SC_StopFollow"
VOSound = "rep_off_response_hero_command SC_VehicleWaitUp"
VOSound = "rep_off_response_hero_command SC_GetIn"
VOSound = "rep_off_response_hero_command SC_GetOut"

VOSound = "hero_anakin_AcquiredTarget AcquiredTarget"
VOSound = "hero_anakin_KillingSpree4 KillingSpree4"

VOUnitType = 190
SoldierMusic = "rep_hero_Anakin_lp"
HurtSound = ""
DeathSound = ""
AcquiredTargetSound = ""
HidingSound = ""
//ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
ShockFadeOutTime = ""
ShockFadeInTime = ""
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
//LowHealthSound = "com_inf_saber_ambient"
LowHealthThreshold = "1.1"
FoleyFXClass = "rep_inf_soldier"


[hide]
i have exported a base pose after deleting the meash, i put it in an amination folder in data_bla and munged it to sides/rep/munged, but it wont work

....EDIT....
my hair thing is more of a hat thingy adn is like dreads or the things twilek have, like in the aayla script

Re: Problem after scaling bones

Posted: Wed Sep 03, 2008 11:05 am
by DarthD.U.C.K.
how did you export the basepose?

Re: Problem after scaling bones

Posted: Wed Sep 03, 2008 10:49 pm
by xXxINSANITYxXx
i deleted adn exported through foundation 5.01

Re: Problem after scaling bones

Posted: Mon Sep 08, 2008 10:39 pm
by minilogoguy18
one thing NEVER to do in any app is to scale bones, youll have a crazy amount of problems. if i remember correctly youll have to make your own basepose as well as all new animations if your making a character smaller than the average trooper cause your bone roots will just tack themselves to the clones bones and your character will be all stretched and skewed.

Re: Problem after scaling bones

Posted: Tue Sep 09, 2008 3:15 pm
by MandeRek
minilogoguy18 wrote:one thing NEVER to do in any app is to scale bones, youll have a crazy amount of problems. if i remember correctly youll have to make your own basepose as well as all new animations if your making a character smaller than the average trooper cause your bone roots will just tack themselves to the clones bones and your character will be all stretched and skewed.
I recognize you from for the first moddelers here :) Glad you're back. I disagree with you on the above. You only need new anims when doing a new skelleton, as i can see it correctly, you're trying to follow my tentacle tut. Though a skel with new bones would indeed require new anims, tentacles are automaticly animated by the engine. Take the human skelleton and scale it however you want; a basepose will work as long as it has the same bones, roots etc. Scale, translation and rotation won't matter at all :)

Re: Problem after scaling bones

Posted: Tue Sep 09, 2008 5:10 pm
by minilogoguy18
yeah but theres different transform information for every bone in every other animation other than the one your exporting, itll move but itll look like noodle man. someone made this same mistake like over a year ago when trying to make something the size of a jawa work on the clone skeleton.

Re: Problem after scaling bones

Posted: Tue Sep 09, 2008 5:48 pm
by MandeRek
Never experienced something like that.. My biggest argument here can be the actual saber anims itself; if an saber anim is not found in the animbank it takes from human_sabre, which are ALL with the clone skelleton, but work on EVERY other basepose.msh... This is what I've experienced and used many times; the basepose must have different scalings and props on bones. These are automaticly applied on all anims used there..

I do understand your point on noodle man, i forgot too scale the msh ones and it was messy, plus speaking about anims is always a sensitive part.. But still I'm sure about my point, since i used it for example for my Durge :yes: