From the course: Rigging a Quadruped in Maya

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Making the rig scalable

Making the rig scalable - Maya Tutorial

From the course: Rigging a Quadruped in Maya

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Making the rig scalable

- [Narrator] All the controls for our quadruped rig are finished, and so now we just need to make sure that the rig is scalable. Having a scalable rig is really important, I think, because it allows the character to be used with environments of different scale or with a broader range of characters, and it just requires a few steps. So we're gonna turn off the polygon visibility and select the superMover, and when we scale the superMover, you see that there's a lot of problems, especially relating to the stretchy areas of the character, the legs and back, but even the tail is having some problems with scaling. So to correct this we're going to go to the Hypergraph, and we're gonna take a look at our skeletal hierarchy. The default setting of joints when they're created is that they will scale in isolation from the rest of the hierarchy. And this is actually kind of a unique behavior. Objects within other hierarchies will scale whenever the parent object is scaled. But for joints that…

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