Independent bone scaling that doesn't effect rotations.

I want to be able to scale bones independent of rotations to allow an extra bit of customisation in my characters but I can’t work out how to do it.

I’ve tried a few things but I can’t seem to stop the child bones from inheriting the scaling from the parent and becoming all skewed when they rotate.

Does anybody have any suggestions?

Hi there!

I am experimenting with “stretchy bones” rigs at the moment and I think that might be a way to solve it. Either that or you have to position rotation constrain every scalabale bone in your hierarchy to get scale values independant of the hierarchy.
But you probably need to solve this in the rig in your anaimation software.

The problem as I see it is getting the info into the FBX so unity evaluates it correctly.

/s