![]() but this will depend heavily on the technique used to rig them. If you´re using strethcy arms, legs and spine. otherwise you would have double transformations. and your skinned meshes should be out of this hierarchy, because the skinCluster will pass the scaling from joints to mesh. 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. ![]() 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. the group that you want to scale should have the Bones group and Controllers group. Knight Spider was then handed over the pros at Dr Reel to build out this production quality rig that will take your portfolio to a new level. The concept design and 3D asset was created by Rookie Alumni, Mehmet Tayfur Trkmenoluwe. 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. Knight Spider is one of the most incredible free Maya rigs available. ![]()
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