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Connect the skeleton group control to the root control to make your rig scalable while maintaining its proportions.
Type:
Tutorial
Length:
3 min.
Transcript
00:04
We have all the main controls in and working now.
00:06
But before we lock this down and add in the finishing touches,
00:10
we need to make sure the rig is scalable.
00:13
This may seem like it's a bit of a waste of time.
00:15
I mean, why would anybody want to scale this character?
00:19
Well, it's useful in a number of instances.
00:22
It could be that the scenes scale has changed.
00:25
So the character needs adjusting or perhaps the
00:28
character needs to change scale in the game.
00:31
It could be that you're using the same rig on a number of different characters
00:36
and you want to vary their scales as well.
00:39
So it is quite useful and it's become a fundamental part of rigging. So it is expected
00:44
and it's not difficult to set up. So it will make our rig even more powerful.
00:51
So when I talk about making the rig scalable, I mean,
00:54
being able to select the root control and scale it like this.
00:59
So as you can see, we have some issues to iron out
01:03
the character is deforming and changing shape,
01:05
but we need him to maintain the same proportions.
01:10
First, there are some basic things to check
01:13
open the connection editor
01:15
and to make sure the root control is in the left side,
01:20
we want the scale attributes here.
01:23
Basically everything underneath the root control is being scaled with it.
01:28
But the systems that are inside the do not touch group aren't
01:33
now,
01:33
we can't just scale the main group itself because some
01:36
of these systems already automatically scale with the controls.
01:41
So we will end up with a double transform.
01:44
If we adjust the skeleton group's scale though,
01:48
you see that we can get back to the correct scale.
01:52
So we know we need to connect this to the root control. So it scales with it,
01:56
load the skeleton group into the right side
02:00
and connect scale to scale
02:03
the character. Now snaps to the correct scale, it's looking better already.
02:09
Now,
02:09
one thing to point out is that if you're
02:11
setting things to scale with the root control,
02:14
you ideally need them to have the same pivot point as the root control.
02:19
So everything scales from the same point.
02:22
Now this should be the only group you need to connect,
02:24
but it's always worth trying the others to make sure.
Video transcript
00:04
We have all the main controls in and working now.
00:06
But before we lock this down and add in the finishing touches,
00:10
we need to make sure the rig is scalable.
00:13
This may seem like it's a bit of a waste of time.
00:15
I mean, why would anybody want to scale this character?
00:19
Well, it's useful in a number of instances.
00:22
It could be that the scenes scale has changed.
00:25
So the character needs adjusting or perhaps the
00:28
character needs to change scale in the game.
00:31
It could be that you're using the same rig on a number of different characters
00:36
and you want to vary their scales as well.
00:39
So it is quite useful and it's become a fundamental part of rigging. So it is expected
00:44
and it's not difficult to set up. So it will make our rig even more powerful.
00:51
So when I talk about making the rig scalable, I mean,
00:54
being able to select the root control and scale it like this.
00:59
So as you can see, we have some issues to iron out
01:03
the character is deforming and changing shape,
01:05
but we need him to maintain the same proportions.
01:10
First, there are some basic things to check
01:13
open the connection editor
01:15
and to make sure the root control is in the left side,
01:20
we want the scale attributes here.
01:23
Basically everything underneath the root control is being scaled with it.
01:28
But the systems that are inside the do not touch group aren't
01:33
now,
01:33
we can't just scale the main group itself because some
01:36
of these systems already automatically scale with the controls.
01:41
So we will end up with a double transform.
01:44
If we adjust the skeleton group's scale though,
01:48
you see that we can get back to the correct scale.
01:52
So we know we need to connect this to the root control. So it scales with it,
01:56
load the skeleton group into the right side
02:00
and connect scale to scale
02:03
the character. Now snaps to the correct scale, it's looking better already.
02:09
Now,
02:09
one thing to point out is that if you're
02:11
setting things to scale with the root control,
02:14
you ideally need them to have the same pivot point as the root control.
02:19
So everything scales from the same point.
02:22
Now this should be the only group you need to connect,
02:24
but it's always worth trying the others to make sure.
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