Hi Gavin,

The scale change was actually implemented with v1.1, so if you're using
that version you should be working at the same scale as v1.5 ( now v1.5.1 ).

As Eric mentioned it may be better to keep using the same version you
started the project with.  If you really need to update mid-project here
are a few things you can do to quickly transfer your older characters to
the new rigs:


   - If you have characters at the original 1.0 scale follow this tutorial
   video - https://vimeo.com/37260802

Otherwise:


   - You can store the configuration of your old PropRigs using our PropRig
   StorePose tool.  Next, import a 1.5 PropRig into your scene and drag and
   drop the stored pose from your old PropRig into the new PropRig's mixer.
   Now you can select the pose in the new PropRig and run the PropRig
   ApplyPose command to resize the new PropRig to match the old PropRig.  You
   may need to adjust the hands and fingers slightly to match your old
   character as our default hand poses have changed.


   - Next you can use the PropRig ReplaceMesh function to transfer the mesh
   from your old character to the new resized PropRig.  If you have a custom
   envelope on your old character you should be able to load it after this
   step as the names of our deformers have all remained the same.  After
   loading a custom envelope, be sure to rename the envelope ( under the
   EnvelopeWeightCls ) to "Envelope_Weights" and do a Freeze M on the mesh.


Hope this helps!

-Chris


On Tue, Jul 10, 2012 at 9:49 AM, Chris Covelli <kylevar...@gmail.com> wrote:

> Hi Everyone,
>
> Just an FYI, we discovered a small bug with our licensing code that was
> causing a few crashes for some of our users.
>
> The problem has been fixed and we have issued an update which can be found
> here -
> http://exocortex.com/releases/ExocortexSpecies1.5.1.zip
>
>
> On Tue, Jul 10, 2012 at 3:49 AM, Szabolcs Matefy <szabol...@crytek.com>wrote:
>
>> Well, it’s not just production J Actually it decreases the time I spend
>> on technical parts (basemesh, posing, skinning), and let me be creative J
>> ****
>>
>> ** **
>>
>> Thanks guys,****
>>
>> ** **
>>
>> ** **
>>
>> Szabolcs****
>>
>> ** **
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Eric Turman
>> *Sent:* Tuesday, July 10, 2012 8:17 AM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* RE: Exocortex Species 1.5 Released!****
>>
>> ** **
>>
>> The funny thing is, Eric was against such a tool back in 2008. Funny how
>> productions can change a persons perspective. ;)
>> On Jul 10, 2012 12:52 AM, "Szabolcs Matefy" <szabol...@crytek.com> wrote:
>> >
>> > Amazing tool. Though I was originally against such a tool, as a
>> character artist it helped me the most in the recent months. I love it!
>> >
>> > You rock guys!
>> >
>> > -----Original Message-----
>> > From: softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Chapman
>> > Sent: Monday, July 09, 2012 6:31 PM
>> > To: softimage@listproc.autodesk.com
>> > Subject: Re: Exocortex Species 1.5 Released!
>> >
>> > yeah looks really handy stuff!, now if only I was involved in a
>> production that needed loads of different sized type of characters
>> rigged..! :)
>> >
>> > On 9 July 2012 17:26, Oleg Bliznuk <gbo...@gmail.com> wrote:
>> > > Congrats with the release guys!
>> >****
>>
>
>
>
> --
> Chris Covelli
> http://kylevargas.net/
>



-- 
Chris Covelli
http://kylevargas.net/

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