Humanoid bone scaling customization

Hello unity,

I have a custom rigged character that can map to humanoid so I am using the humanoid rig option.

I just learned how much humanoid limits the character. For example if I have a tail on my character, I can’t animate it becuase it’s not a humanoid bone. Only generic can animate the non humanoid bones.

I am unsure about the whole avatar mask with optimize transforms and toggle all. I dont think humanoid will work well.

But to my question : I want to be able to scale the bones of my character for customization with HUMANOID.

Like non humanoid bones such as tail, horns, butt etc.

I understandl blendshapes on the mesh will work but this isn’t the option I would like to go, because I have 10 different outfits that don’t have blendshapes on it.

Is humanoid that bad that we can’t scale bones somehow. Perhaps I need to have a c# script that does this.

These you can just scale, no problem.

But you are talking about the other bones. The ones that are part of the humanoid rig. Is that right? I think the problem with these is that any changes that you make to the bone’s transform are overridden by the animation.

One thing you might try is writing a routine in LateUpdate to modify the scale each frame after the animation is applied. I have not tested it with scaling, but it works for rotation (like for when you want to do procedural animation modifications).