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Rigging/Scaling a skin's body to resemble to one other.


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So I've seen tons of skins that I thought for once that they were just UVW mapped because of how alike they seemed between each other but lately I was told  they were rigged, like this one

Later I was told it was made by using the Scale tool in 3dMax, however I have no idea how to perform like this. Can anybody with a little bit of modelling wisdom instruct me on this one?

4 hours ago, Tut Greco said:

I'm not sure how the scale tool is relevant to the question. It's a little vague - can you please elaborate? :colgate:

I was informed that the skin shown in the picture was made primarily using the Scale tool in 3d Max. I asked if there was someone out there experienced in modelling that could lead the way for me and teach me how to properly use the Scale Tool to do that kind of stuff. 

You could try scaling it somewhat to the scale of Big Smoke, then using poly/vertex soft selection to fix up the scale by hand. It's a great way to deform meshes, so I think it might work for your case too.

 

Scaling skinned meshes can also be done by scaling the bones that they're rigged to. Scaling the head bone will deform only the head, but within respect of the rest of the rig. Moving the mouth bone in Z will deform the mouth rather than causing cluttering, like when grabbing a few polygons and just pulling them down. This is something you could try too.

Edited by Tut Greco

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