4

It's a question derived from this initial question. Scaling the armature messes up the action because it changes the bone locations. How can I apply the scale of the armature, but keep the original action?

Before applying:

enter image description here

After applying:

enter image description here

Here is the original armature with an action.

Edit : So I was finally able to fix the problem with WiSHFul97's method, applying the scale, going into the Graph Editor, typing Location in the filter, I just needed the Pivot Point to be set on 2D Cursor, then scale on the Y axis down to the armature original scale!! thanks WiSHFul97!!

moonboots
  • 155,560
  • 7
  • 105
  • 171

1 Answers1

4

Since F-Curve points for each bone are calculated w.r.t. the rest position of the bone, we can kinda get away with scaling them w.r.t. y=0 axis.

see this for clarification:

enter image description here

In this gif, I created 3 dummy bones and animated them. Then I scaled them in object mode and applied the scale. Then in the pose mode I selected all the bones and in graph editor, I selected all the location curves and scaled them on the y-axis by 2. You can see the root bone is now traveling 4 units and the scale is 1 in object mode.

wiSHFul97
  • 154
  • 3
  • thanks, I was finally able to fix with this method, each time I forgot something, like setting the Pivot Point to 2D Cursor in the Graph Editor – moonboots Oct 08 '20 at 16:30