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Hi, my name is Blair and this is my quick tip for the week.
According to 2.5.2 of the CheckMate Pro specification
a 3ds max requirement is that
all objects are at a 100% scale
at object level for CheckMate Pro certification.
This is also known as "Scale Transforms"
set at a 100%.
The reason that this is not allowed in CheckMate Pro is because it can cause
issues
when linking and animating objects.
This requirement does not apply to rigged and animated models
This video will show you how to avoid, identify and fix
non-100% scale.
As you can see, I already have a model open in 3ds max 2012
So you want to make sure that the model is ungrouped
by selecting it and going to the top to group and ungroup as many times as
necessary,
and this one is already ungrouped.
First, I will show you how to check to scale.
So, select one of the objects,
go to the top
to the "Scale Tool" and right-click
and under "Absolute Local"
There will be "X, Y and Z", and you want that set to 100, which this one is.
To avoid non-100% scale, make sure you scale objects at sub-object level
If you scale objects
at object level
(which I will show you right now)
and then you go and right-click the "Scale Tool"
You see that the object now has non-100% scale because these are
no longer set to 100.
So, I will undo that,
and show you the correct way to scale the object.
You want to
change back to select object to the top up here
and
under the modify tab, to the right,
you wanted to choose
vertex or one of the other sub objects, right here, so I will go ahead and choose vertex
Then you want to press "CTRL-A" on your keyboard
to select all of the vertices
and then
you can go to the "Scale Tool" at the top and
Scale this however you want.
So I will just scale this down a little,
then go back to "Object Mode", on the right
and again
let's right-click "Scale Tool" and you can see that that was scaled
and all these are still set to 100.
To identify objects with non-100% scale,
you can do one of two things:
you can either go through each object and right-click
on the "Scale Tool" as I've been showing you
or you can run the CheckMate Pro script.
I'm going to go ahead and run the script to show you.
So I have that
as MaxScript GCT, which is the CheckMate Pro script
(which you can find in the link below).
Then I will go ahead and update it.
So, under scene property
if you scroll down
you'll find objects with non-100% scale
and that will show you how many objects fail.
Also if you look
at the object section (in the middle, under scale),
it will
show you all the ones that failed because it will not say "1 1 1" in brackets.
Now there are two ways to fix objects with non-100% scale.
So I will go ahead and "x" out of this.
The first way, which we recommend,
(let me first scale this so that it is no longer set to 100%, in order to have something to "fix")
So the first way, which again, we recommend, is to go to
"Hierarchy" tab
which is the third tab over on the right
click that
and
under "Reset", you want to click "scale".
Now, when you check the scale,
(right-click)
it has again been set to 100%.
Now I will undo that,
so that we have non-100% scale again.
The second way to fix this is to go to the "Utilities" tab,
which is always there right,
and select "Reset X Form"
(which you can see right here).
Then click "Reset Selected".
Again, when you check the scale,
right-click
and it should be set to 100.
However, if you go to modify tab now
you can see
that this way
adds an "X Form" modifier,
which is why we recommend the first way
over this way.
And that is how you of avoid, identify and fix non-100% scale.