I've gotten a Rig made by someone else in Maya. As a max user i've gotten round most of the unique names etc but i'm confused how to scale the rig and the character model at the same rate.
I tried grouping all the parts including rig and scaling but the rig scales at a different speed to the rest of the model so I end up with a model and rig that still work together but the nurbs circle controllers for waist movement are no longer around the waist. I've also tried parenting to a cube but have still have the same problem. I could just scale and then move over to the rig controls but its annoying and it'd be nice to know how to get around this.
Answers please bare in mind i'm a seasoned max user not maya so please provide details.
Replies
Either un-bind the skinning on the mesh and scale both the rig and the model separately then re-bind it, or just scale the rig and not the model.
My guess would be that the "set" is only a container for a set of attributes, you cannot group this as it has no real transform data.
The set is used for you to easily access and set keys to relevant attributes that animates your character.
What you probably want to do instead is try to group the "master" nodes, ie. the nodes that is a the top of the rig hierarchy.
It should be noted that with Point, Orient, and Scale, if you do not turn on "maintain offset" in the options, that it will match the exact appropriate value (translation, rotation, or scale) of the object it is constrained to. You may or may not want this.