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Bones scaling ?

Posted By shanibhai 3 Years Ago
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shanibhai
shanibhai
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I made this model in zbrush and used it as morph in CC character. The arms are going through body because of the shape of chest. I can fix this problem by scaling the shoulder bone so the arm that will keep the arm away. Is there a way to scale bones in CC or 3dexchange ? Let me know

please. https://forum.reallusion.com/uploads/images/eb9c36de-f928-4975-b981-b1ec.jpg
shanibhai
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Fixed the issue with 3ds max by scaling the shoulder bones, but now fingers are totally messed up.. i think FbKey is calculating same bones scale/position as exported out of CC. any idea to resolve this ? 
https://forum.reallusion.com/uploads/images/1deb15ba-3479-42fa-95da-b88c.jpg


but0fc0ursee
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Did you actually "Scale" the shoulder bone?
https://forum.reallusion.com/uploads/images/84d40706-cddb-4e85-b9ec-97eb.jpg

When bones are "Linked".... Never scale.... (It transfers Negative Scale!).... It's cause problems, as you see.
This is One Way to give the shoulder bones the correct length.

Select the Mesh and "Turn Off Skin" and "UNCHECK "Always Deform"
https://forum.reallusion.com/uploads/images/f78f05d9-b6c2-4dfa-9bf5-7c9e.jpg


Unlink the Shoulder bone from the UpperArm bone.
https://forum.reallusion.com/uploads/images/77edf2a3-8c96-4585-a3ae-92d4.jpg


Give the "Shoulder" and extra bone... you'll see why.
Open Bone Tools
Select the Shoulder bone and click "Create End"
https://forum.reallusion.com/uploads/images/9a97e494-86f7-4ecc-be99-8111.jpg

A bone is added...
Select the newly added bone.
Switch to "Local Coordinates"
Open "Bone Tools:
Click the "Edit Bone Mode" tab

Now move the (NEW) bone to the correct place. (using Local coordinates)
https://forum.reallusion.com/uploads/images/25b5514f-d531-4b31-9be2-1ceb.jpg


Snap the bone pivots together:
Select the upperarm bone.
Select the "Move" tool. (set coordinates to LOCAL).

Set "Toggle Snap" to PIVOT.
Click the tab to turn on "Snapping."
https://forum.reallusion.com/uploads/images/3f9f5bb6-c0dc-4111-8e89-48af.jpg

With the upperarm bone selected....
Turn on "Bone Edit Mode"

"Snap to Pivot" is set
Move the Upperarm bone to the (NEW) shoulder bone.
https://forum.reallusion.com/uploads/images/7468a973-5474-4e21-801b-1b68.jpg

Link the upperarm to the shoulder
https://forum.reallusion.com/uploads/images/aec62a6f-4fe5-4f9d-97a8-d179.jpg

Select the Mesh and turn on skin and CHECK "Always Deform
https://forum.reallusion.com/uploads/images/19f69918-f8b5-41e1-89a1-a3d0.jpg

The bone is now the correct length.
Skin is intact.
DONE.
Edited
3 Years Ago by but0fc0ursee
shanibhai
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Wow, Thank you so much for your help, really appreciate. You are right about the issue, i didn't "unlink" the bone from skin. Haven't tried yet as i am not doing iclone at the moment but i know this will work. Will try and post the results.
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shanibhai (7/13/2017)
Wow, Thank you so much for your help, really appreciate. You are right about the issue, i didn't "unlink" the bone from skin. Haven't tried yet as i am not doing iclone at the moment but i know this will work. Will try and post the results.

You welcome.
Don't forget to turn off "Snapping".... otherwise you'll accidentally snap the next thing you touch to something unwanted.
but0fc0ursee
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shanibhai,
Please note that this is one way and it depends on what program that characters was rigged in. (for Max to add a bone to the shoulder.)
If Max won't add a bone to your shoulder...(after unlinking it from the upperarm)...
No biggie, I'll show you how to use Skin Utilities...Where you save the skin.... create new shoulder bones... link them, then add your saved skin.

At all cost, try to avoid scaling bones... it reeks havoc.
shanibhai
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this was a huge help, as i am a digital sculptor and new to all this skining and animation..
the results of test animation
https://www.instagram.com/p/BWeJAwilKnJ/?taken-by=junaidmiran
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shanibhai (7/13/2017)
this was a huge help, as i am a digital sculptor and new to all this skining and animation..
the results of test animation

There Ya Go! You follow directions very weill.
Lookin Good.




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