I’m working on quite complex rix for Unity, and I keep bumping in an issue.
Parent constraint from Maya binds only transform and rotation between parent and children. But when exporting to Unity it makes default parenting, which also bind scale.
This can be problematic when you try to scale neck a bit in Maya, in Unity whole head of characters gets scaled because of that scaling property being passed to all children.
I could write simple script that acts as parent constraint in Maya, but that will probably make previewing animations painful (script would only work in play mode).
Did anyone encounter this issue and whats the best way to solve this? Or is avoiding this constraint best practice?