[QUOTE=Yawns;15445]Its hard to determine the exact problem without looking at the rig, but make sure that all of your IKs are outside of the scaling hierarchy because they do not scale. If you have group nodes for your rig and control separate, try scaling them together and see if that works. Often its just a few parts that can make it seem like the entire rig isn’t scaling properly. Geometry that aren’t bound will have to be scaled separately, but bound geo will scale with the joints they are attached to.
I’ve found that using direct connects to the main or move all control is a pretty easy way to get your rig to scale.
Good luck![/QUOTE]
This sounds very interesting, even though I know this post is a wee bit old, still a current issue.
I think the iks being in another group probably would help, a group OUTSIDE of the global node which should only have, I’m assuming,
CharWorld
[INDENT]Mesh
[INDENT]IKS
[INDENT]GLOBAL
[INDENT][INDENT]JOINTS
[INDENT][INDENT]CONTROLS
Something like that?
I know that I’ve seen folks set this up similarly without scale constraints since the children inherit the transforms of the parent group.
the IKS not scaling, makes sense why mine are slowly moving up when I scale down or up. I’m also wondering if it’s because I have the squash and stretch turned on during scaling? Not sure how to not include the cluster group since they are parented under the joints.