x


Problem with bone scale whilst re-assigning bone animations

I'm fairly new to this so its probably something fairly obvious that I'm doing wrong.

When I apply a bone animation to a second mesh the bones take their original scale and not the one from the new rigging / skin setup. This results in the second mesh being stretched to match the proportions of the first during the animations. ie. longer forearm etc.

I use the same bone setup and just tweaked length and rotation slightly to fit the new mesh before 'skinning'. I've noticed that in 3DMAX the scale of bone objects is not animatable and this could possibly explain it? is there just a setting to sort this out? Should/can i discard the scale of the bones in the original animation?

more ▼

asked Sep 28 '11 at 03:13 PM

trow gravatar image

trow
1 1 1 2

(comments are locked)
10|3000 characters needed characters left

0 answers: sort voted first
Be the first one to answer this question
toggle preview:

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this question

By Email:

Once you sign in you will be able to subscribe for any updates here

By RSS:

Answers

Answers and Comments

Topics:

x3786
x335
x96
x68
x37

asked: Sep 28 '11 at 03:13 PM

Seen: 1186 times

Last Updated: Sep 28 '11 at 04:26 PM