Game Development Community

Scaling character

by Nmuta Jones · in Artist Corner · 07/04/2008 (1:04 pm) · 6 replies

My character is HUGE.

I tried scaling her in game.cs , using
%player.setScale("0.1 0.1 0.1");
and the scaling works obviously, but my other problem is that the cam node seems stuck to the feet for some reason.

www.mediabreeze.com/camAtFeet.jpg

How can I fix this? I don't have to rescale the whole character in Max do I ?
I am using Max 9 with TGE 1.5.2

thanks.

#1
07/04/2008 (1:06 pm)
P.S.: I tried having the cam only attached to start01, this did not work, I tried parenting it to the head , that did not work.... the engine seems determined on keeping the cam stuck on the ground no matter how big or small the character is.
#2
07/04/2008 (7:54 pm)
Sorry but you have to rescale the whole thing. Plus side is this is super easy to do with the rescale world units utility. If it fails its a bit more involved using Skin Utilities to bake out the skin weights to a mesh, scale it all down, and then bake the skin weights back in.
#3
07/05/2008 (5:36 am)
A 'workflow' I use to avoid this from happening; before constructing any rigs for a mesh or binding to it, export a static mesh and take it into the codeBase I'm working with at the time and see how it fits with the surrounding art assets.

You can even use Constructor to bring in a DTS into the DIFF building environment, to check scales.

I am very picky about the scale of objects inside the engine....suspension of disbelief is easily & quickly destroyed with scale irregularities, my 2 cents....
#4
07/05/2008 (6:04 am)
Yeah, I am confused. My initial world scale units was ONE to ONE..... just the way it's supposed to be.
And my character was only one meter tall. I can't figure out why it was 'too big'.

i tried to rescale world units down to like 0.1 and it messed up the whole mesh. I didn't save and reverted back to original. So I will have to use Skin Utilities.
#5
07/05/2008 (7:00 am)
Ok. Wow. I imported the Orc from the SDK.

And the ORC is one tenth the size of my character.

My world scale is fine. The problem is that the character is too large. I can't figure it out , though.

in the ORIGINAL Orc file, the Orc is TREMENDOUSLY large compared to the grid.

By in my character's original file, she is only one unit of the grid. So she should be much smaller than the orc.
But when I merged the orc in , HE was smaller despite that in his own world he was much bigger relative to the grid than she is. confusing.

How are you supposed to know how to scale the character initially? It just all seems totally unpredictable unless you are using the original Orc merged in with your own character for reference.
#6
07/05/2008 (8:05 am)
Wow. New problem.


My biped has a good 20 extra bones linked onto it.

When I scale the biped and all its dependents, the biped scales down but the new bones do not.
In order to scale down the new bones, I have to select the parent of each of the new "chains" of bones, and scale them.

The problem is that I can assure uniform scaling by scaling to a specific percent, but the locations of the new bones are totally thrown off by this. I can "put them back" to their approximate original locations, but I have a bad feeling about this...... the vertex weights I saved are not going to match the new bone locations, which will reflect some shifts.

Ay Caramba.