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Rigged model - scaling problem

Discussion in 'Animation' started by fleischverpackung, Oct 24, 2017.

  1. fleischverpackung

    fleischverpackung

    Joined:
    Feb 23, 2016
    Posts:
    17
    Hi guys,

    I rigged some models, but didn't match their scaling. :/ They are all rigged to a human skeleton with the same bone count and their pivots are positioned correctly in 0/0/0.

    They are controlled by the same kinect tracking data in Unity.
    I scaled and positioned the models so that they match.
    But during runtime the smaller models seem to have a Y+ offset.

    There should be a light offset between the models, but why this big Y offset?
    Any hints appreciated
     
  2. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,779
    Maybe because they are all at different scales?

    Did you freeze the transforms (reset scale value) reset Xform before exporting out of 3D?

    Is the offset a scale offset or transform offset? If the offset is only a transform offset, can't this be fixed?
     
  3. fleischverpackung

    fleischverpackung

    Joined:
    Feb 23, 2016
    Posts:
    17
    No, I did not freeze them.

    The errors came from slightly different joint positioning throughout the models.
    I ended up putting all clothing components over a new rig with correct realworld scaling, trying to let them intersect each other they intersect each other as much as possible. Like putting clothes on a puppet.
    Then I bound all clothes to copies of the new rig and importet their old weightmaps.

    works now as expected
     
    theANMATOR2b likes this.