Hello.
Let me just describe the situation real quick:
My animator disables scale inheritance on some bones to make it easier to animate, for example, the wings of a bat.
However, in my game I need many bats of different sizes for variety, so I scale the root bone accordingly from code. However, because my animator has disabled inheritance, those particular bones dont get scaled.
I need a way to force those bones to accept the root bone scale, I guess.
I tried deliberately changing the transform mode of those bones, but the result is super weird.
Is there anything we can do here?
I guess one solution is to load different instances of the skeleton using the different scales but that will take up memory (and limit the range of scales I can use)
Thanks!