Problem after scaling bones
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xXxINSANITYxXx
- Filthy Thief

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Problem after scaling bones
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?
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VF501
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Re: problem after scaling bones
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.
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.
- AceMastermind
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Re: problem after scaling bones
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. 
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FragMe!
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Re: problem after scaling bones
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.
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.
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xXxINSANITYxXx
- Filthy Thief

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Re: Problem after scaling bones
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:
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
ill post an exerpt(hole thing) from my odf:
Hidden/Spoiler:
....EDIT....
my hair thing is more of a hat thingy adn is like dreads or the things twilek have, like in the aayla script
- DarthD.U.C.K.
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Re: Problem after scaling bones
how did you export the basepose?
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xXxINSANITYxXx
- Filthy Thief

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Re: Problem after scaling bones
i deleted adn exported through foundation 5.01
- minilogoguy18
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Re: Problem after scaling bones
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.
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MandeRek
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Re: Problem after scaling bones
I recognize you from for the first moddelers hereminilogoguy18 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.
- minilogoguy18
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Re: Problem after scaling bones
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.
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MandeRek
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Re: Problem after scaling bones
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
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
