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#1 2017-08-12 07:51

need some help with re-sizing

I was wondering if some of you could help me with a little problem i have, you see, i have been using a base, but that model was very tall to begin with, and that made a lot of my models way taller than kaito and gakupo and i needed some help to re-size them to a more proper size, around female/male model size without altering the bones, i tried resizing them by hand... didn't work, i tried re-sizing them by system tools to 0.9, but that means every motion i use on them has to be multiplied to 0.9 or they wouldn't move right... any help would be appreciated.

2017-08-12 08:14

I don't understand. Are you thinking about resizing your base or some other model to fit your base? If you resize your base, you don't have to resize any motions.

2017-08-12 08:46

>without altering the bones
any size changes require the bones to be changed as well, otherwise it will break your model every time
that goes same for physics

2017-08-12 11:50

oh no, i mean, how can i recalibrate the bones to behave like they were at 100% (1.0) size after i reduced the models (along with the physics, joints and bones) to a smaller size (0.9 or less).

2017-08-12 16:21

it shouldn't require any calibration if you scale everything by the same value.

2017-08-12 16:51

30 degrees is 30 degrees for a midget or a giant.

Move bones are a different matter. But 0.9 is nothing, If you were scaling to half-Miku-sized, you might need to scale down your motion's IK bones to keep the strides from looking ridiculous. There's no modelling solution to that, it's an animation issue, and the easiest one an animator is likely to face. And if you're scaling a model at 1.1 Miku down to 1.0, then the strides in canned motions should be more accurate *after* scaling.

2017-08-13 11:29

well, everything became smaller, but i have to re-calibrate the motions for them to move right, just like when you wanna add motions to a nendoroid/child model, i used the system サイズ変更 (S) tool to resize the whole model... i was just asking for a way to make my model move like if it still had its full size without having to multiply the motions x0.9 or less.

2017-08-13 17:16

You could rename every move bone and give it a 0.9 move/1.0 rotation append from a proxy bone with its original name. Although this wouldn't be compatible with motions that turn on/off the IK bones.

But this is dumb. Every model with different proportions is going to need some animation editing to look perfect. You can't automate this away.

2017-08-13 18:19

scaling will affect only the legs and position bones [or pretty much anything that uses move bones]
if any other body part is messed up in the motion its a proportion issue, not scale

2017-08-22 08:29