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How to scale a selected only rig?

Discussion in 'Formats & External Tools' started by SmileTR, Sep 17, 2016.

  1. SmileTR

    SmileTR

    Joined:
    Jan 3, 2014
    Posts:
    20
    Hi guys,

    Just how we can enlarge a selected rig? In summary, I add pictures.

    Maya, no problem.


    But, As it is shown in the picture. All growing.


    Thank you..
     
  2. kburkhart84

    kburkhart84

    Joined:
    Apr 28, 2012
    Posts:
    910
    It looks like what we call in Blender an issue with "Applying Transforms". Unity thinks that the original size of your bones/rig is the official size, and then you are scaling some bones, then exporting the thing. Unity takes the scaled bones and scales whatever geometry is weighted to those bones.

    I don't know what this is called in Maya, nor how to fix it, but I really think that whatever the terminology is for it in Maya, that is what the problem is.
     
  3. SmileTR

    SmileTR

    Joined:
    Jan 3, 2014
    Posts:
    20
    The problem is not transferring. Nice to enlarge the Maya. So, I just want to enlarge the belly. Like Morph system.
     
  4. _GimbalLock_

    _GimbalLock_

    Joined:
    Feb 26, 2013
    Posts:
    137
    Hi SmileTR, what kburkhart84, "Applying Transforms" is call "Freezing Transforms" inside Maya.... Modify > Freeze Transformation. In Maya, freezing as far as joint go, can only freezing orientation, not TRS.

    For what you want to do, do you want to enlarged belly to be animated... So that it could either be at the original size or enlarged? Or is this a one-time change? If you want to animate it either create a blendshape for it, which you'll control by script in Unity. Or create a separate joint to control belly size, I wouldn't use the spine joint for that.

    If this is a one time revision, Just be sure you are in bind pose and go into edit mode and scale the mesh itself. Not the joint. You can use soft select in the transform tool options to get a nice falloff. Hope that help!
     
  5. SmileTR

    SmileTR

    Joined:
    Jan 3, 2014
    Posts:
    20
    Hmm.. I understand. I guess, no solution to enlarge?
     
  6. _GimbalLock_

    _GimbalLock_

    Joined:
    Feb 26, 2013
    Posts:
    137
    I may not understand what you wanted to do. If you want to want to enlarge the JOINT, but not SCALE the mesh? Select the joint and in the channels window increase the joint radius. That should increase the radius of the joint without scaling anything.
     
  7. SmileTR

    SmileTR

    Joined:
    Jan 3, 2014
    Posts:
    20
    I just want to enlarge selected. But, It is growing body fully, although it is selected. I want to use a scale instead of adding partners. I do not want to add Joint. I want to use scale.

    We want this system. Sample ;
    - Body inflate.
    - To inflate the arm.
    Like morph system. But using scale joint.
     
  8. _GimbalLock_

    _GimbalLock_

    Joined:
    Feb 26, 2013
    Posts:
    137
    The entire upper body is scaling because when you scale a joint it scales all of its children. In this case that part of the mesh is weighted to those bones. So when you scale that one joint everything scales. Children joints and the very weighted to them.

    It sounds like your best bet is to simply go into edit mode and select the components you want to adjust and use scale to achieve the look you want. You'll have to use morph/blend shapes. You can still use a separate bone too, which might be simpler...

    What you cannot do is use the current setup in the way your describing. As long as the spine joint is the parent of more joints down the chain. If you scale it all its children scale with it.
     
  9. SmileTR

    SmileTR

    Joined:
    Jan 3, 2014
    Posts:
    20
    Thank you for your attention. I was thinking of using Morph. But the character and outfit does not work at the same rate. So I gave up. I think I'll add a new joint.
     
    _GimbalLock_ likes this.
  10. _GimbalLock_

    _GimbalLock_

    Joined:
    Feb 26, 2013
    Posts:
    137
    Joint will be the simplest I think. Glad I could help!