I’m currently using max/biped animations exported to .fbx files to animate my character. This is working pretty well.
I want to make my character grow; what I did was scale the bones as I needed in max, make changes to the mesh, and re-export it.
I can import it in Unity, and I then assign the animations I already had (for the original bones/mesh). It plays fine, except it keeps the original scale of the animation. When no animation is played, my character is as big as I created it in max; when I play an animation, it becomes as big as it was before.
My question is, is there a way to tell Unity to ignore the scale of an animation ?