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Old 10-12-2004, 05:54 PM   #1
Velusion
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Default scaling a skeleton

Is there a way to scale a model's skeleton along with the model. I tried selecting the model and all of the skeleton's joints but when I scaled it up (or down) the skeleton did not keep it's proper relationship with the model. It did transform but not the way I expected.

I would like to make the model with a skeleton then have the ability to scale everything as needed. How do you do this?
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Old 11-12-2004, 03:48 PM   #2
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I think ive done this before by making a locator then parenting the root of the skeleton to it, then parenting all of the geometry of the character to the same locator. Then you can just scale the locator and it should all scale with it.
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Old 11-12-2004, 09:31 PM   #3
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Thanks for the advice. I'll give it a try.
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Old 11-12-2004, 11:24 PM   #4
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yeah, group the root joint with any IK handles and such and it should scale fine.
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Old 11-12-2004, 11:58 PM   #5
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ok, what I did was bind the model to the skeleton. NOw, all I have to do is select the entire skeleton and scale it, the model will follow since it is bound to it. The eyes and inside of the mouth are point constrained to specific joints within the skeleton. To get them to scale properly, I just select them along with the entire skeleton and EVERYTHING will scale together. I haven't set up the rigging yet but I think that all I'll have to do is select the locators for each control just as I have to with the eyes and teeth.

To be honest, I would have thought that there would be an easier way to scale a completely rigged model.
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Old 23-11-2016, 12:40 AM   #6
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Originally Posted by stavs82 View Post
I think ive done this before by making a locator then parenting the root of the skeleton to it, then parenting all of the geometry of the character to the same locator. Then you can just scale the locator and it should all scale with it.
HOLY CRAP! I'VE BEEN LOOKING ALL OVER THE INTERNET FOR THIS SOLUTION! THANK YOU SOOOOOOOOOOOOOOOOOOOOOOO MUCH!
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