Sockets are Huge Help.

I am trying to put sockets on my skeletal mesh but for some reason they are huge. I changed the scale i thought but its not working. How can i fix this.?

Have you looked at the scale of the actual skeletal mesh? Just a thought.

Is there a way to change the scale?. i check but ive only seen it in static meshes.I even went into maya and changed the scale there and the socket scale is still the same.

Does anyone know how to fix this?. I’ve done everything i can think of.


Maybe just an incomplete feature but setting the scale in maya and reimporting the mesh will work.

Well then what am i doing wrong?. I made a master control and parented my rig to it and scaled it down. But when i import nothing has changed. How do i scale it down like you did?.

Any change I make to the rig I end up freezing transforms and rebinding the rig to make sure the transformations are set to default on also on any parent not sure if you’re doing that. I have gone over this issue a few times in several different approaches to see whats the deal. It just seems like scaling the socket in the editor is an incomplete feature and probably have to wait until it works. Anyways here is a pic of scaling a mesh without freezing transforms. If the rig is set to scale in Maya and the transformations are frozen the socket scale should be reasonable. If you’re still having issues send me the model and i’ll check it out.

The way i did it i made a circle curve. Then i froze the transformations and parented the rig the the circle curve and used the scale tool to scale it down.Is that not what i should be doing?. If not how did you do it.

Yeah the transformations on the circle curve need to be frozen after it has been scaled otherwise it won’t have a scale of 1 when exporting. If you’re trying to scale the entire rig down, the best approach I’ve found is to scale it down from the parent control then export the skin weights, detach the skin with bake history on, then freeze transformations on all joints and the parent control. Do another bind skin and reimport the skin weights then export. If transformations aren’t frozen on the parent circle curve you’ll end up with the result of the first item in last pic I posted. On a model with good UVs this process can take less than a couple minutes. Any model with overlapping uvs or uvs that dont have enough space can be rebound using the new geodesic voxel binding in Maya 2015 in less than 5 minutes as well.

Ok, Thats sounds like what i died when i looked this issue up but it didnt work. Is this the only way to do it.?

Its the only way I do it but there can always be other issues involved would you like me to check out the mesh?

Sure, Ill pm you the maya file.

So the issue is that the transforms weren’t frozen and they couldn’t be frozen because there was a keyframe set on Arm_Mesh and it’s transforms were locked. Also the mesh scale that you had was too small and needed to be scaled up in order to shrink the sockets. I sent the adjusted model to your inbox.

Thank You! i check if there was any key frames and didn’t see any i guess that’s my fault sorry.

You’re welcome!