Right now, in order to create animations without bones inheriting the scaling of parent bones (i.e. to have isolated scaling of body parts), one has to make sure in Setup that the relevant bones have scale inheritance unchecked.
Say for a case where I'd like to scale the torso down vertically to 0.8 to suggest a character pitching forward or backward toward or away from the camera for a run north or south animation. I cannot have inherit scale on the head or arm bones, as they will become squished when I scale down the torso.
Now, the main issue is that to scale a JSON sprite to the correct size for a game in, say Gamemaker Studio, all bones must inherit scale up to the root, since the root is what GM applies image_xscale/image_yscale to.
While it is possible to manually turn inherit scale off for all required bones in Setup, then create animations, and then re-enable inherit scale for all bones before Export, this is rather tedious! It would be one thing if one could mass-select all the bones and check/uncheck Inherit Scale, but this does not work due to weird overwrites of what seems like the Rotation Inheritance attribute causing some bones to change rotation when I try this. The only way seems to be to filter bones, then manually walk through and check/uncheck each bone's Inherit Scale attribute.
Is it possible to get us a global export option in the Export Settings named something like:
All Bones Inherit Scale [] <
check/uncheck box
So that the skeleton JSON files are created as if inherit scale was turned on for all bones, correctly setting the "transform" attributes to the "onlyTranslation"/"noRotationOrReflection"/"noScale"/"(null)" values as needed, thus preserving the Setup attributes as they need to be for animation?
Long winded for a simple request, just want to be clear! If there is an easy workaround for now, I can't think of it.
Thanks again for all your time and assistance to us struggling users.