How do you scale bones in Maya?

How do you scale bones in Maya?

Set display size of all joints

  1. Select Display > Animation > Joint Size. Note: You can also set the size of joints from Windows > Settings/Preferences > Preferences, and then select Kinematics in the Display category.
  2. Do one of the following: Enter the desired size for the joints. Select Custom.

What does turning off animation scale do?

If you’re using a not-so-speedy Android device, turning off the animations will improve your device’s performance. If you’re using a speedy device, speeding up animations, or turning them off completely, will make switching between apps and screens seem almost instantaneous.

How do you resize a joint?

Should I turn off animation scale?

Does 4x MSAA improve performance?

4x MSAA or 4 times multi-sample anti-aliasing is a resolution boosting method that balances a game’s graphics and performance. By enabling 4x MSAA you’ll be able to enjoy the game at an almost similar graphics level with improved processing speed.

Does auto brightness really save battery?

An Android test phone used 30% less. But it’s tough to use a dim screen in bright environments, so most phones offer an auto-brightness mode that automatically adjusts the screen’s brightness based on ambient light. The Wirecutter found that enabling auto-brightness saved a good amount of battery life.

How to programatically retarget animations from one skeleton to another?

Many 3D applications (eg Maya) have this facility built-in, but I’m trying to write a (very simple) version of it for my game. I’ve done some work on bone mapping, and because the skeletons are hierarchically similar (bipeds), I can do 1:1 bone mapping for everything but the spine (can work on that later).

How do you apply scale to an armature?

With the armature selected in object mode, apply the scale – ⎈ Ctrl A ->Apply Scale. Then in edit mode select the all bones, ensure there aren’t hidden bones on other layers, and scale -1 on the x axis – S X – 1

What’s the best way to retarget a skeleton?

When I ortho-normalized the rotation matrices before plugging them into the retarget code, the simple solution of multiplying source * inverse (target) worked perfectly. Of course, there’s a lot more to retargeting than that (in particular, taking into account the different shapes of the skeleton, ie shoulder width, etc).