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Im trying to increase my comp size without effecting my duik rigged puppet and animation but it keeps breaking my rig? Is there away to only effect the size of the comp and not the stuff in it?

New Here ,
Nov 03, 2017

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I rigged my character in duik and started animating. At one point during the animation the character goes past the frame of the comp and when I leave that comp to go to the main comp (Which is bigger the part of the character cut off in the animating comp is still cut off) I tried increasing the comp size but it keeps breaking my puppet. It normally shouldn't effect the puppet I don't think so I'm not sure what to do? Do I have to rerig my entire puppet or is there an easier solution?

Screen Shot 2017-11-03 at 9.47.22 AM.pngScreen Shot 2017-11-03 at 9.51.24 AM.png

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Correct answer by Mylenium | Most Valuable Participant

That's a limitation of DUIK's crappy expression code. It doesn't account for changes after the fact and applies hardwired values during setup. You will have to start over or work with what you have.

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Im trying to increase my comp size without effecting my duik rigged puppet and animation but it keeps breaking my rig? Is there away to only effect the size of the comp and not the stuff in it?

New Here ,
Nov 03, 2017

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I rigged my character in duik and started animating. At one point during the animation the character goes past the frame of the comp and when I leave that comp to go to the main comp (Which is bigger the part of the character cut off in the animating comp is still cut off) I tried increasing the comp size but it keeps breaking my puppet. It normally shouldn't effect the puppet I don't think so I'm not sure what to do? Do I have to rerig my entire puppet or is there an easier solution?

Screen Shot 2017-11-03 at 9.47.22 AM.pngScreen Shot 2017-11-03 at 9.51.24 AM.png

[Moved from the non-technical Lounge Forum to the Program forum... Mod]

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Correct answer by Mylenium | Most Valuable Participant

That's a limitation of DUIK's crappy expression code. It doesn't account for changes after the fact and applies hardwired values during setup. You will have to start over or work with what you have.

Mylenium

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Nov 03, 2017 0
Adobe Community Professional ,
Nov 03, 2017

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Try simply collapsing transformations in your nested comp. Changing the comp size is going to foul up a bunch of stuff unless you use a script. Collapsing transformations is the right way to solve your problem.

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Nov 03, 2017 0
Most Valuable Participant ,
Nov 03, 2017

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That's a limitation of DUIK's crappy expression code. It doesn't account for changes after the fact and applies hardwired values during setup. You will have to start over or work with what you have.

Mylenium

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Nov 03, 2017 0
Community Beginner ,
Apr 22, 2019

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I've found an easy way that might work for you guys
Posting it down here

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Apr 22, 2019 0
Community Beginner ,
Jun 13, 2019

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"Crappy"? Why do you have to be so passive aggressive when it comes to every single reply on here?

If you think you can do better than DUIK, go for it! We can't wait to see how amazing your rigging script will be.

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Jun 13, 2019 1
New Here ,
Aug 11, 2020

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Crappy expression code?? LOL, just because there is a few kinks here and there in an otherwise perfect and VAST script it sure as hell cannot be called crappy, stop sounding like a stupid fool. Would LOVE to see you create something better hahaha.

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Aug 11, 2020 0
New Here ,
Sep 10, 2018

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same problem. I use "file/ scripts/ scale composition.jsx". my comp size increase, but my rigged puppet remain at the corner, not middle...

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Sep 10, 2018 0
New Here ,
Sep 20, 2018

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you'll need to go to the Advanced tab in the comp settings

And check the upper left corner as the pivot for resizing

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Sep 20, 2018 7
Community Beginner ,
Jan 15, 2019

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You absolute legend! Thanks very much

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Jan 15, 2019 0
Community Beginner ,
Apr 22, 2019

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That solution works great!

But -
what if you want to change the entire resolution of the comp with the character,
and have the character stay in the exact same position?


If you try to simply use the "scale composition" script -

your character goes bananas.

Well, I found a way!
Although It's a bit dirty
It's a VERY EASY solution, trust me

FIRST - SAVE THE PROJECT ON A DIFFERENT NAME!

1. Search for the structure named "S | Spine 2" - this is the treacherous one
2. Make the structure it visible.
3. "Add zero" to it via duik.
4. Make a new null, call it "SPINE 2 FORMER PLACE" or whatever
5. Make the new null visible.
6. Place the new null EXACTLY on the black circle with the dot of Spine 2.
Make the black dot be the center of the null. Eyeball it!
7. Use the "Scale Composition" script given by after effects.
(Your character is still bananas)
8. Now - Find the Null "Zero | S | Spine 2" in your composition.
9. Unlock & Select it.
10. Now, If you use the arrow keys (with shift if you want) to move "Zero | S | Spine 2",
it actually moves "S | Spine 2"!
11. Eyeball it so that the Spine2's black circle with the dot be exactly in the middle of the new null we created in step 4.

Viola! The character will return to normal and all your animation will stay in tact.

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Apr 22, 2019 0
Explorer ,
Nov 09, 2019

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Hi Yam_Tal,

Thanks for adding this.

I've just tried to do it but I think I'm missing a step.

Around step 6,7 and 8...

So after step 6. Do you have to lock the Null Layer, is there anything else you need to do with the Null before you use the Scale composition script?

Thanks in advance

 

 

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Nov 09, 2019 0
New Here ,
Jan 19, 2020

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I found  a really easy fix for this problem.

step 1: open composition settings (ctrl+k), select the top left corner as anchor in the advanced tab and resize the comp to your needs

 

step 2: create a new adjustment layer and place on top of everything

 

step 3: add the "transform" effect to the adjustment layer. There you can change position, scale, etc and your rig stays intact.

 

Hope this helps someone. Cheers!!

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Jan 19, 2020 2
New Here ,
May 16, 2020

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Thanks, that was very helpful!

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May 16, 2020 0
New Here ,
Oct 19, 2020

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Works for me! This is great!

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Oct 19, 2020 0