model( poly mesh) and skeleton / rigging pieces should not be in the same hierarchy. Both should be children of a model ... Create > Model > New model
make all of your skeleton components children of a null, then make the null a child of the model ( not the polymesh)
Now select the null that is parent of the skel pieces and scale that.
Adam
----- Original Message -----
From: Christopher <walksfar(at)netscape.ca>
Date: Sunday, January 29, 2006 9:03 am
Subject: Re[2]: Scaling and Rotating Envelopes
> I forgot to mention I have it setup like this:
>
> Model is parent of my rig and it's all enveloped. So I have a
> envelope on a model I have been taking the model null which branch
> selects the model + the chains (rig) but my mesh gets all twisted what
> am I doing wrong or a work-a-around?
>
> Christopher
>
>
> Sunday, January 29, 2006, 11:34:52 AM, you wrote:
>
> > rotate or scale the parent object of your skeleton chain. You
> > needn't ever scale, rotate or move the envelope itself. I have no
> > problems scaling a character up or down if I follow this guideline.
> > That being said... its always best to get the proportions of
> > characters, sets, props etc. correct so that you don't in fact have
> > to perform any kind of SRT manipulation of the character after the
> > fact. You'll find it can cause all sorts of little problems down the
> > line... ie bump scale gets thrown off
>
> > Adam
>
> > ----- Original Message -----
> > From: Christopher <walksfar(at)netscape.ca>
> > Date: Saturday, January 28, 2006 2:16 pm
> > Subject: Scaling and Rotating Envelopes
>
> >> How do you rotate a model with a
> >> envelope but keep everything intact, currently when
> >> I rotate my mesh is getting all twisted up.
> >> And one other thing scalling a model when enveloped same thing
> is
> >> occuringmy model is getting deformed not keeping proportions.
> >>
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> --
> Best regards,
> Christopher walksfar(at)netscape.ca
>
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