Select and Uniform Scale" in 3ds Max
by Anthony Surma · in Artist Corner · 08/26/2005 (2:52 pm) · 7 replies
I'm finding working with 2 meter character meshes and bones in 3ds Max is unnacceptable for me. I've read a lot about how rescaling can royally screw your rig up, as well as animations. And yet, I find a *need* to work with larger scale models right up to just before the animation process (creating mesh, creating skeleton, rigging and skinning it).
How will this affect the animation process if I uniform scale it back down to 2 meters from, say, 20?
How will this affect the animation process if I uniform scale it back down to 2 meters from, say, 20?
#2
Hmm... I plan on building the mesh large, then scaling it down to the size of the skeleton (2 meters) before skinning to the skeleton rig... At 2 meters 3ds max has issues zooming in while in perspective view. Sux... what a pain.
08/26/2005 (5:26 pm)
Well I guess that's good news/bad news :DHmm... I plan on building the mesh large, then scaling it down to the size of the skeleton (2 meters) before skinning to the skeleton rig... At 2 meters 3ds max has issues zooming in while in perspective view. Sux... what a pain.
#3
I agree, it's a pain to work on the models in the needed scale, I tend to switch a lot between user (which is an orthographic view so it doesn't have the clipping problems) and perspective while modelling. (Unless I get really pissed off and just scale things up that is =).
08/26/2005 (5:30 pm)
If you scale it down before applying the mesh to the skeleton it should be no problem. You can use the "box trick" (create a box, convert it to editable mesh and attach your mesh to it) to reset the transforms.I agree, it's a pain to work on the models in the needed scale, I tend to switch a lot between user (which is an orthographic view so it doesn't have the clipping problems) and perspective while modelling. (Unless I get really pissed off and just scale things up that is =).
#4
I use Rescale World Units all the time when modeling in Max. I create a reference shape at the exact scale first, then I use Rescale World Units to scale up the entire scene, making note of the scale factor. I do all the modeling I need to do. Then, I scale back down to the original size. Sometimes, I'll build the bones at the larger scale, but I usually make do at TGE scale just fine. Skinning should be done at the TGE scale, especially if you rely on envelopes for vertex weights.
08/26/2005 (5:44 pm)
You can also use the Rescale World Units utility to scale the entire scene as needed. It works great for meshes and bones, but it doesn't work well for skin envelopes.I use Rescale World Units all the time when modeling in Max. I create a reference shape at the exact scale first, then I use Rescale World Units to scale up the entire scene, making note of the scale factor. I do all the modeling I need to do. Then, I scale back down to the original size. Sometimes, I'll build the bones at the larger scale, but I usually make do at TGE scale just fine. Skinning should be done at the TGE scale, especially if you rely on envelopes for vertex weights.
#5
edit: another option would be to just make and export everything at 10X or whatever, and then do your scaling in the engine... it would be a pain but it may be possible to make a script that scales everything down or something...
08/26/2005 (9:00 pm)
I don't like scaling things because of the trouble it can cause. I get around the problem by just adjusting the FOV of the perspective viewport. I bound alt-Z to the zoom tool to make this easy to do. Just alt-z then drag and you're zoomed in. If you hit z for zoom extents all, it goes back to the default FOV.edit: another option would be to just make and export everything at 10X or whatever, and then do your scaling in the engine... it would be a pain but it may be possible to make a script that scales everything down or something...
#6
It is advisable to rig and animate at the right scale.
08/26/2005 (9:14 pm)
You can also work the mesh at whatever size you like, and then scale it down in subobject mode to the right size. as long as the main transform of the mesh is 'clean' (i.e. scale at 100% , 100%, 100%) it works fine.It is advisable to rig and animate at the right scale.
#7
Ok, I tested it out with using FOV to get the "zoom" level I want in Perspective view... awsome... it works like a charm. An extra button to work with, however, it's doable.
Edit: lol, I can just hit the U key to turn perspective view into User view... which, for whatever reason, allows you to zoom in real tight without clipping the model.
08/27/2005 (6:51 am)
Hey guys, thanks for the tips... really appreciate it. :DOk, I tested it out with using FOV to get the "zoom" level I want in Perspective view... awsome... it works like a charm. An extra button to work with, however, it's doable.
Edit: lol, I can just hit the U key to turn perspective view into User view... which, for whatever reason, allows you to zoom in real tight without clipping the model.
Torque Owner Magnus Blikstad
Scaling after the bones and skin modifier is setup can have major problems though. But to be completely honest, it IS possible if you just scale the root node and nothing else (probably not if you use character studio though). I've done it once with a model that was done and just needed to be a bit bigger, there's a great chance you won't get it right though and something will crap out so I only see this as an absolute final resort.
There really should be a "scale" setting in the exporter to let you export at 10% of the scale or so. I agree it's a bit of a pain to work on those damn small models but for the time being; nothing can really be done about it I'm afraid.