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In OBJECT mode select the armature and ALL the objects you want to scale.
(I usually change my scaling tool to use the 3d cursor, with it centered I scale everything to the scale i need.)
Then in the 3d viewer menu (bottom) I select Object, Apply, Rotation&Scale (I'll also apply the location as well)
In the Transform panel (right of 3d Viewer Press N if not there) The transforms for Location, Rotation, should now be 0 and the scale should be reset to 1
Screenshot: http://imgur.com/gallery/2BLIvoj/new
Well Pte Jack, good knews is that the model is no longer ♥♥♥♥ed up, but here is the main issue, the armature doesn't grow even if I scale it in object mode and pose mode doesn't do anything else, what do I do? It seems the mesh grows but the Armature doesn't, when imported into sfm, in blender it does grow with the mesh
Screenshot: http://imgur.com/gallery/2BLIvoj/new
Ok, here is a situation. I have imported a model, the mesh is parented to the armature. The model needs to be scaled. I scale the armature in Object mode and the mesh grows with the armature.
http://i.imgur.com/WjV1e22.png
If I select the armature and check its scale I find it is 20.291 BU (Blender Units) but when I select the mesh I find the scale is 1. (on all 3 planes x, y and z)
So, in object mode I APPLY the current scale to the armature making it the current size its real size, the scale changes from 20.291 to 1.
However if I select the mesh after applying the scale to the armature, I find that it has changed from 1 to 20.291. To fix that so the armature and the mesh have a 1:1 relationship, I have to apply the scale to the mesh as well. (I have to do this to all objects that have been parented to that armature the I scaled.)
http://i.imgur.com/y94VJSd.png
If I export the model without applying the scale to ALL objects that were parented to the armature, I end up with the mesh being on a different scale from the armature (or vice versa)
http://i.imgur.com/5vVpn2Y.png
Does this make sense to you now?
That last shot, I think I scaled the mesh but not the armature. (Armature was at 1 but I rescaled the parented mesh to 20.291) I did it to show you what your Exported armature to the mesh would look like if compiled and the mesh/armature were not equal to 1:1.
Thanks for your tutorials and help!
I just have a few more questions.
How do I make a model have mutlipule skins?
Like the models have mutipule colors to their body parts and instead of making 3 sepreate models how can I make one model have mutipule skins?
Multi skins (like changing from red to blue) are controlled via the $texturegroup command in the qc.
https://youtu.be/0yqibB3qRdQ
I go into qc writing on a simple model, give the model 4 different skins. I touch on body groups, but don't go into it because the model used in the video only has one.
But in the qc, If i wanted to turn the photobadge off. I currently have
$bodygroup "body"
{
studio "nameofDMXfile.dmx"
}
If I wanted to replace this bodygroup (say it was a hat) I would write the bodygroup like this
$bodygroup "body"
{
studio "nameofDMXfile.dmx"
studio "nameofreplacement.dmx
}
If I wanted to replace or turn off this bodygroup (say it was a hat) I would write the bodygroup like this
$bodygroup "body"
{
studio "nameofDMXfile.dmx"
studio "nameofreplacement.dmx
blank
}
So, the hat "nameofDMXFile" would be the default object when it spawned, I could change it out with nameofreplacement or the blank would turn both off completely.