Hello Matt, I remember this is a limitation of the studio Nest solvers. The solvers use the scale of two (or more) objects to control de tangent of the curve for create the round effect. So the initial scale is very important.
The good thing is that you can change the expression to make it less sensitive if the model is too small Check for this object "arm_C0_tws1_rot.kine" and edit the expression for scale in x For example from: rig.global_C0_ctl.anim_prop.arm_C0_roundness + 0.001 to:rig. (global_C0_ctl.anim_prop.arm_C0_roundness /2)+ 0.001 I hope it helps ;) Cheers ---------------------------------------------------- Miquel Campos www.akaosaru.com 2012/12/17 Matt Morris <matt...@gmail.com>: > Hey Cris, > > the scene he will end up in is going to be rather large, and I'd like to > avoid possible rounding errors etc when moving too far away from world zero. > > I could scale him down after building the rig, but was worried I might be > introducing other possible pitfalls. > > > > > On 17 December 2012 14:04, Cristobal Infante <cgc...@gmail.com> wrote: >> >> Hi Matt, >> >> why not just change the scale of the scene? >> >> you could make an xsi unit = 1 cm >> >> Alternatively rig him at a bigger scale and shrink after? >> >> Best, >> Cris >> >> >> On 17 December 2012 13:23, Matt Morris <matt...@gmail.com> wrote: >>> >>> Hi list, >>> >>> just wondering how you tackle rigging small characters using GEAR? >>> >>> If I rig at the intended scale (about 4 si units high) I find the bend in >>> the limbs overshoots by quite a bit. I guess I can rig at a larger scale and >>> set the global scale param down, but will that add problems if I'm adding >>> other components at a later date? Alternatively is there an option somewhere >>> to change the relative bend of a limb? >>> >>> Cheers, >>> Matt >>> >>> >>> -- >>> www.matinai.com >> >> > > > > -- > www.matinai.com