Scaling
by Scott Coursey · in Artist Corner · 02/14/2007 (5:41 am) · 7 replies
I have a model with a rig that uses two IK bones. I've checked the sizes of it inside of TGE and found that it's too small. Now, in Blender, how can I adjust its size so it exports correctly?
I can't just hit "S" and resize it. I've tried that. I've tried resizing the Shape empty, the Detail empty, and the skeleton itself. None of them come out correctly. They all look fine inside of Blender, but in TGE, they're all busted (the anims are completely wrong).
Any suggestions?
Thanks,
ScottC
I can't just hit "S" and resize it. I've tried that. I've tried resizing the Shape empty, the Detail empty, and the skeleton itself. None of them come out correctly. They all look fine inside of Blender, but in TGE, they're all busted (the anims are completely wrong).
Any suggestions?
Thanks,
ScottC
#2
No go. Ugh.
02/14/2007 (5:05 pm)
Hrm. Interesting adjustment (and a long block of optimized code). It doesn't solve the problem, though. I tried all kinds of different ways: adjusting the Shape empty, the Detail empty, unparenting the rig from the mesh then doubling their sizes.No go. Ugh.
#3
02/14/2007 (5:09 pm)
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#4
02/14/2007 (6:12 pm)
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#5
1. I tried to resize the Shape empty. Blender crashed.
2. After resizing the Armature, everything worked, except my second detail level.
3. You need to separately resize any other detail level meshes. They don't work otherwise.
Thanks, Joseph!
02/14/2007 (7:17 pm)
Very cool. A couple of notes:1. I tried to resize the Shape empty. Blender crashed.
2. After resizing the Armature, everything worked, except my second detail level.
3. You need to separately resize any other detail level meshes. They don't work otherwise.
Thanks, Joseph!
#6
02/14/2007 (7:20 pm)
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#7
02/14/2007 (8:52 pm)
During the export. It was towards the "Adding Actions" section. Hey, I'm just really glad it works.
Torque Owner Redacted