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  • Whats up with ver.3 scaling?

Is the scaling tool broken now or am I using it wrong? It seems extremely unruly and counter-intuitive now.

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You may just need to shift your understanding of it.
Scale in parent bones now scale all children as a group, instead of individually. This is excellent for squash and stretch animation techniques, and matches the way many other programs propagate scale. Many users found the old scale very counterintuitive.

The old scale just propagated the scale numbers, which means it just made the child bones scale in their local axes. This can still be done if you branch out each relevant part individually and scale them.

I guess my main problem is I can't seem to change the axes. If that worked properly I'd love it.
Also I miss being able to scale individual pieces without screwing up all the children. This is really becoming a problem for me.

Is there a way to temporarily unparent bones? I really need the hand and arms to scale independently.

You can branch out with extra bones that holds the images for the arms.
Those branches are not the parents of the hand.


The other option is to disable inherit rotation/scale.
I generally don't use that myself but it does work for some people without any problems.

2 meses más tarde

Hello! We developed our Mimechat using the old way of scaling. This new way of scaling as one group makes long chains of bones look super ugly instead of just making them shorter. For me it was a very positive thing about spine. It would be great to have an option to change back to the old way of scaling. Until than i am forced to use a previous version. Changing to the new way would mean a whole new build-review-lunch procedure and a lot of work on the already functioning animations.

Keep up the great work! 😉

I'm afraid we won't go back to the old way of scaling. It was rarely useful and supporting multiple ways to scale is complicated (the ability to disable inheriting scale and/or rotation is already complicated). You can get similar behavior to the old scaling by using transform constraints. Consider:

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bone3 is constrained to bone2 using a transform constraint. The mix sliders mean that bone3 gets the scale and shear from bone2, but not the rotation or translation. When bone2 is scaled on the X axis (red in the pic), then bone3 is scaled the same amount on it's local X axis:

Image removed due to the lack of support for HTTPS. | Show Anyway

2 meses más tarde

Very useful. Sorry i forgot to reply earlier. Thank you for your effort.
Keep on being awesome.