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how can I scale down a fbx dummy rig in Max?
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Author:  woodpigeon [ Mon Sep 12, 2011 5:59 am ]
Post subject:  how can I scale down a fbx dummy rig in Max?

I have the animation attached to my character, but the animation rig is too big.

I've tried scaling down the character and the dummy rig but that messes up the animation

I've also attached the character and the animation to a dummy box and scaled down the dummy box, but the character is still big in the game engine.

Basically, how can I shrink an animation rig to fit my character, instead of scaling up my character to fit a rig.


Please help

Author:  woodpigeon [ Mon Sep 12, 2011 6:42 pm ]
Post subject:  Re: how can I scale down a fbx dummy rig in Max?

Hi Mr Bones,

Thanks for the reply and what you said worked, but trying to skin the model this way is very difficult compared to skinning the fbx rig that gets exported from ipi motion capture.

Is there a way of converting dummy to bone. I've looked over the net, but cant find anything simple enough.

Any ideas at all?

Author:  woodpigeon [ Thu Sep 15, 2011 11:32 am ]
Post subject:  Re: how can I scale down a fbx dummy rig in Max?

Thanks, I will try that out.

Author:  woodpigeon [ Sun Sep 18, 2011 5:44 am ]
Post subject:  Re: how can I scale down a fbx dummy rig in Max?

I've made a bone rig built the same way as the bone/dummy rig ipi spits out. The hierarchy matches the same too.

Then I named the bones correctly then skinned the character and exported it out as a fbx file.

But when I try to import the character into ipi I get:

"The given key was not present in the dictionary"

I feel this is the last thing I need to overcome with my workflow, but I can't work out why its telling me this?

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