How do I scale an existing biped inside a new scene ?

I have purchased a character from AXYZ and need it inside a scene. I’ve made sure the units are the same for both but when I bring in my AXYZ character it is completely the wrong scale. It is very small ! Is there a simple way to scale everything up and still be able to use things like the joint angle deformers ? At the moment I have to turn off “always deform”, size up the biped in figure mode and then re-align the mesh and then turn on “always deform”. There must be an easier way …

Can’t promise this will work but I’ve had some success XREFing scenes in and binding them to a null. If you rescale the null and then merge in the XREF it normally works with GEO and deformers..

I thought that all those people came with a tutorial on how to change the scale. I would look there. I remember it being pretty easy, but I havn’t had to scale one of their rigged characters in a while. :face_with_spiral_eyes:

Select all joints/objects and so on. Create group and scale the group. That should work.

I’ll check the instructions…I normally skip manuals/instructions :slight_smile:

Grouping everything works fine when initially bringing in but when I want to add something like an angle deformer inside the skin mod things start to go pear shaped.

I ended up doing it the way I first read about but maybe those instructions will shed some light on a quicker way…Thanks

Uh, if u want to edit could you not just open gropu, edit , close group?

Yeah, I’m not saying I can’t open the group and edit but if I do the transform points on the deformer are all over the place - almost like the points have default back to their un-scaled position.

Apply deformers 1st and then scale it maybe?

I wrote this to convert some AXYZ people we bought from cm to mm. It was a while ago but I think it worked ok.

(
	fn scaleBiped scFactor =
	(
		for skMod in getClassInstances skin do skMod.always_deform = false

		for bipCtrl in getClassInstances Vertical_Horizontal_Turn do
		(
			bipCtrl.figureMode = true
			local bp = bipCtrl.rootNode.transform.position*10
			bipCtrl.height*= scFactor
			biped.setTransform bipCtrl.rootNode #pos bp false
			bipCtrl.figureMode = false
		)

		for gh in helpers where isGroupHead gh do
		(
			gh.pivot = [0,0,0]
			gh.scale = [scFactor,scFactor,scFactor]
		)

		for skMod in getClassInstances skin do skMod.always_deform = true
	)

	units.DisplayType = #Generic
	units.SystemType = #millimeters
	scaleBiped 10
)

I think I deleted everything apart from the character from the scene before using.

uv

Thanks Daniel. I’ll give this a go.