Changing the scale of character objects that have been bound and weighed
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Hi, I've used the character object provided by Cinema 4D to rig the bird.
I'm done binding and weighting and I'm trying to change the scale to apply it to other scenes.
As I saw in some tutorials, I disabled the skin objects, grouped the mesh and the character objects to scale up, then ran "set bind pose" on the weight tag and enabled the skin objects again.There was no problem in looking at it, but when I simply rotated it around for testing, the mesh got twisted. I roughly re-rigged with another new bird model and did the same thing to find out where the problem came from, but the same problem happened.
What should I do? I've been trying to fix the problem for days and now I'm tired.
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Hi series-tune,
Please try this with two joints and a Cylinder. So two or perhaps three joints follow along the Cylinder "axis".
Do exactly as you have mentioned it.But I missed one point in your description: Reset Bind Pose first. Otherwise, the original Binding Pose is not the one you scale, and you use that one later on to define the binding pose. Hence, the rotation (best guess, but I don't like to guess; I would like to explore your setup before the problems occur. If the binding pose is overwritten, that's it. Sorry
I have to travel on Tuesday (Pacific Time) but will return later that night. Please share the file if you like (DropBox, Google, Apple, Adobe, or Wetransfer, full URL, not tinyURL, etc. Thank you; it keeps things safe here.)
Cheers
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Hi. Thank you for your response.
Here's a link to the project file and a video. In the video, I simply applied the rotate key animation after scaling it to 10.
https://works.do/IFnaZj4
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Hi series-tune,
As mentioned:
Please share the file if you like (DropBox, Google, Apple, Adobe, or Wetransfer, full URL, not tinyURL, etc. Thank you; it keeps things safe here.)I will check later.
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I included "reset bind pose" in the process with reference to your advice. After modifying it in many ways, it works but I'm not sure if this is the right way. Here's my process.
Go to the Binding tab, disable the skin object, go to the Adjust tab, and adjust the components and controllers to the desired scale. (IK-Chain tag is on the joint, so I adjusted the depth to the same rate.) Then come back to the Binding tab, run "reset bind pose" on the weight tag, and activate the skin object again. Then the mesh did not get twisted.
I think there is an easier way than such a cumbersome procedure, I wonder if this procedure is correct.
Have a nice trip. I can't wait to finish this project and rest.
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Thanks for the reply, series-tune.
That two-step process before and two steps after, with the adjustment session in between, is the shortest when discussing reliability.
Please note that I haven't seen your rig, but I got no information that something other than Joints is working on the surface.
Look at what tags are added to the rig; PoseMorph, XPresso, and constraints might not work well with scaling.There is always the option to scale the whole project…
Not a suggestion! -> Something quick and dirty, just "dump" everything under a null and scale the Null.
However, when something else is working on the rig, that might backfire, and the deadline is gone.
So, why do I mention it here? I see people share that as best practice from time to time. I stay away from it, far away!Sorry for the specific cloud service request. I know it isn't enjoyable, but I must keep it safe here for everyone.
My best wishes for your project