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. ![]()
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 ![]()
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.
Thanks Daniel. I’ll give this a go.