# Transform-node in the bone-hierarchy

**URL:** https://forum.highend3d.com/t/transform-node-in-the-bone-hierarchy/48453
**Category:** Maya
**Tags:** rigging-character
**Created:** [August 10, 2005, 12:01pm UTC](https://forum.highend3d.com/t/transform-node-in-the-bone-hierarchy/48453 "2005-08-10T12:01:36Z")
**Posts on this page:** 4
**Page:** 1

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### Author: ![bmxsteffen](https://forum.highend3d.com/letter_avatar_proxy/v4/letter/b/e8c25b/32.png) [@bmxsteffen](https://forum.highend3d.com/u/bmxsteffen)
#### Post date: [August 10, 2005, 12:01pm UTC](https://forum.highend3d.com/t/transform-node-in-the-bone-hierarchy/48453/1 "2005-08-10T12:01:36Z")

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hi there!

I am building a character for a pc-game, so it needs certain preferences to work in the game.  
I was searching in the maya help and also on this forum but couldn

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### Author: ![joojaa](https://forum.highend3d.com/letter_avatar_proxy/v4/letter/j/5daacb/32.png) [@joojaa](https://forum.highend3d.com/u/joojaa)
#### Post date: [August 10, 2005, 1:56pm UTC](https://forum.highend3d.com/t/transform-node-in-the-bone-hierarchy/48453/2 "2005-08-10T13:56:27Z")

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To scale all the bones you need to step trough all of them and scale them down. Daivid goulds book has a exapmle of code to do this tough making it form scratch isnt realy hard either.

Tough it realy sounds like your exporter is sufferung form some serious design flaws, reading in the bones. Since it realy shoudl be designed to accomodoate for thiskind of workflow.

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### Author: ![joojaa](https://forum.highend3d.com/letter_avatar_proxy/v4/letter/j/5daacb/32.png) [@joojaa](https://forum.highend3d.com/u/joojaa)
#### Post date: [August 10, 2005, 2:25pm UTC](https://forum.highend3d.com/t/transform-node-in-the-bone-hierarchy/48453/3 "2005-08-10T14:25:49Z")

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heres a quick and dirty way

proc scaleDescendantBones(vector $size,string $joints[]){  
 for ($joint in $joints){ print $size;  
 scale -r ($size.x) ($size.y) ($size.z)(`listRelatives -ad -type joint $joint`);  
 }  
}  
{  
 $selectedRoot=`ls -sl`;  
 $scale=`xform -q -r -scale $selectedRoot[0]`;  
 scaleDescendantBones(\<\>,`listRelatives -c -type joint $selectedRoot[0]`);  
 ungroup;  
}

note the bones visible scale WILL change because the scale trasforming ther visible size dissapears the bones positions should stay intact, You can adjust that too later.

Note the eyes dont actualy contribute to scale they can be directly deleted.

theres a alternate way too and its to unparent and uncheck segment scale comensate of the root joints child.

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### Author: ![bmxsteffen](https://forum.highend3d.com/letter_avatar_proxy/v4/letter/b/e8c25b/32.png) [@bmxsteffen](https://forum.highend3d.com/u/bmxsteffen)
#### Post date: [August 12, 2005, 8:00pm UTC](https://forum.highend3d.com/t/transform-node-in-the-bone-hierarchy/48453/4 "2005-08-12T20:00:52Z")

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tnx alot m8!  
will check this out..
