Comments (3)
I have this on my radar now, I need to find a way to do this cleanly in the UI without it being distracting for those who don't need it.
from immersive_scaler.
I 100% second this. It's a feature I need for my Booth model specifically because changing the bone names would make it incredibly tedious to remap and fix all the toggles and animations in Unity.
I feel like one way you could add this option in the UI is just to make it a dropdown and clearly label it "(optional)". If there is no bone specified in the slot it just uses the hardcoded values.
My bones' names follow the camelcase convention, like "RightLeg" instead of "right_leg". If you could hardcode variants like these that would be great too.
from immersive_scaler.
Implemented in 79579a7
It'll be in the next release, probably in a couple of days.
from immersive_scaler.
Related Issues (17)
- Additional naming conventions HOT 1
- Goes based off of total height not eye height HOT 2
- It won't move the model up after scaling HOT 3
- Model floor is set incorrectly when an object on the avatar is lower than the feet. HOT 2
- Shapekey order is ruined after running script. HOT 2
- after scalling, bones seems to be in the right place on blender, but not on Unity HOT 2
- Cannot get ik2.0 updated immersive scaler installed on blender 2.93 HOT 1
- TypeError: stat: path should be string, bytes, os.PathLike or integer, not NoneType HOT 2
- fails to load in blender 3.1 HOT 1
- Hip Fix error HOT 1
- Ensure that X-axis mirror is disabled before rescaling armature HOT 2
- Avzomend can't be rescaled, with scale to eyes is set to true target height is detected as negative HOT 1
- Addon path fails on initial install
- Clicking on "rescale" in Blender 4 results in an error, without scaling it to the target height HOT 2
- Blender 4.1.0 interrupts "Get current height" or "Rescale Armature" with error HOT 1
- Mesh data error HOT 1
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