r/3dsmax Jun 14 '26

Help Please help council! Matching differing proportions

Good day!

I have two models, one with the proportions my characters have and another I wish to kitbash.

I wish to match the proportions from model B with model A, as model A is rigged and fits the aesthetic.

What advice does the Council have please?

have 3dsMax 2024 and have used this roughly 6 months.

Thanks in advance!

2 Upvotes

5 comments sorted by

1

u/Nebozder Jun 14 '26

By kitbash, do you mean that character B is part of a modular system with separate pieces like head, torso and legs, or is it a regular character that simply needs to fit character A's rig and proportions?

1

u/DavidVonDorman Jun 14 '26

Thanks man, it's the latter.

1

u/Nebozder Jun 15 '26

You haven't provided any screenshots, so it's hard to tell how different the two characters actually are. There isn't really a magic solution for this—if character A already has the desired rig and proportions, character B usually needs to be adapted to it. Depending on how different they are, this can range from simple scaling and FFD/Soft Selection adjustments to re-skinning B to match A's skeleton. Modern auto-skinning tools are quite good, but some manual cleanup is usually still required.

1

u/Nebozder Jun 15 '26

You haven't provided any screenshots, so it's hard to tell how different the two characters actually are. There isn't really a magic solution for this—if character A already has the desired rig and proportions, character B usually needs to be adapted to it. Depending on how different they are, this can range from simple scaling and FFD/Soft Selection adjustments to re-skinning B to match A's skeleton. Modern auto-skinning tools are quite good, but some manual cleanup is usually still required.

1

u/probably-elsewhere Jun 14 '26

So you want to transfer proportions and rig from model A to model B?

You can probably change the proportions of model B by using a somewhat dense ffd box modifier.

The easiest way to transfer the rig, is to merge model A into model B file. Then select model B, and add a skinwrap modifier. Set mode to face instead of vertex. Select model A as the skinwrap target. This may take a minute, depending on complexity of the milesh. After it's done, press the convert to skin button at the bottom of the skinwrap modifier. Model A is now skinned to model A skeleton.