In this lesson, we're going to cover one of the most important aspects of any effects simulation or
dynamic simulation, and that is scene scale.
So let's take the measuring tool out and figure out how big this character actually is that we've created.
So we're going to measure tools will go down to the distance tool so it doesn't look like anything's
change or we actually have the tool selected.
I'm to go down here and hold on X so that I know I'm going to select the grid.
So I'm holding X and I'm going to click in the center here and then I'm going to go up to the top of
the character, hold down V and select Vert Tex on the top of its head.
And if I look here it says 33 and 33 means 33 centimeters.
If I click the settings over here, this little gear will, with the person running, pull the preferences.
You can ask it to preferences from Windows settings and preferences, preferences.
And if I go to settings here, you can see that the working units is centimetres.
So we know that 33 means 33 centimeters, which is not very tall.
For people who are more familiar with inches and feet, six feet is 182 centimeters roughly.
So if this character was to be life size, then we need to scale it up quite a bit because the one thing
to remember with scale and doing any types of effects work that's cloth fluids, you know, fire, smoke,
destruction, whatever it is, Maya always works in meter units.
So that means that this thinks that it is thirty three meters high.
So in my head I like to work and kind of one to 100 scale.
So I want to get this accurate for the centimeters.
And then I'm going to an every effect simulation, use the scale tool for the nucleus and scale it down.
That'll make a lot more sense later on.
But basically if we look at it in Photoshop, we have one centimeter equals one meter.
And under this condition, the scene scale is set to one.
All right, and this will be an attribute, I'll show you where it is later on, but just so you know
why we're doing what we're doing, so we have this relationship and so this.
Thinks it's 33 metres tall, so if we wanted to think this is actually 33 centimetres tall, we need
to divide the scene scale by 100 because there are 100 centimeters in.
Amedure.
So.
For that to happen, we need to divide one by one hundred, which means this, which means that the
new season scale.
Would be point zero zero one.
That is point zero zero one.
OK, so that would make the real world units make sense to the dynamics, right?
This is our model.
And this is the effects that we're going to create.
So we need those to equal one another and we do that by setting everything that we want accurately in
centimeters, and then we reduce the scene scale to zero point zero zero one or something like it.
This is just kind of a guide for how Maya figured that out.
So how do we scale this guy up?
I want to select the locator and let's say we want the skeleton to be one hundred and eighty two centimeters
or six feet tall.
So I'm just going to drag this up until the distance.
Measure says one hundred two.
So something in there, so then I'm going to take the locator down here, which is the little green
locator.
And.
That's actually the measuring locator, which I don't want I want the bones locator and I'm going to
put this in zero so it's all clean.
And then when I scale this up, you can see that we forgot one little thing when we were rigging this
guy, one connection that allows us to scale it up.
So we're going to fix that right now.
If we look at the geometry, if I selected, we can see that if I had effluvia in the outliner, we
can frame it up and we can actually just select the head group and we can see that's where all the constraints
live.
We have the power constraint happening there, which we can see right there.
So let's add the scale to that group as well.
So I'm basically just going to select the bones room and I'm going to command click the head group and
go to Constrain, which is under the animation menu.
And I'm going to go to scale.
And now when we select the bones route and we scale it up.
The head goes with it, so the other little thing that we can do is actually do the same thing for the
HAB because the heart's going to want to stay the same size as the head as well.
So let's just do that real quick for the hat.
So I'm actually going to get that back open and go to the bones route again eventually.
So, yeah, let's let's scale from.
The control group, so I'm going to command, click the control group and constrain scale, and I'm
also want to do that to the Geo Group.
So I'm going to select Bones Root and then command click geo constrain scale.
So now the hat should scale as well.
So it's always going to fit the skull head.
So now we can scale this up to be six feet tall.
So now all of our dynamic simulations are going to be ready to use this rig at a point zero zero one
scene scale as a rough guide, we might do something like zero point zero five or or something like
that.
But basically know that, you know, we're modeling and creating everything in centimeters.
And no matter what, we change the preferences as we can't go in here and just say, you know what,
use meters now, right?
If we go to settings and say meters, that won't matter to the effect simulation or MMS or whatever
we do.
The effects is always, always, always going to use meters.
OK, and that's something when you're learning, Maya, you just have to accept and realize that's what's
happening, because a lot of times you're going to have simulations that are going to feel really slow
or just not feel right.
And it's going to be probably because of the scene scale.
So I want to have that be in the first lesson you learn about scene scale, it's a little boring and
technical, but if you've made it this far in the courses, then I think you're beyond beginner now
and you're ready for some more intermediate learning, because that's what a lot of effects are, is
getting pretty nitty gritty into some attributes.
And Maya.
So the next lesson we are going to look at creating some chater effect and destruction with bullet physics.
Thanks for watching.