Comments (3)
make sure your skeleton and mesh transforms are applied before using the tool
from immersive_scaler.
I ran into this myself with one of my models so it's definitely a bug.
Essentially there's a get_lowest_point() function that, well, gets the lowest point on the model, by scanning all the vertices and getting the one with the lowest Z value. For some reason, the in the object's data reflected it pre-scaling and not post.
Going to edit mode and back resets the data but takes a little bit longer. It's not an ideal workaround but for now it should at least be correct.
I'll leave this open until I find out where the vertex data actually is and can get it without the slowdown.
from immersive_scaler.
Last update redid the code for get_lowest_point, closing out.
from immersive_scaler.
Related Issues (17)
- Additional naming conventions HOT 1
- Goes based off of total height not eye height HOT 2
- Allow choosing the bone mapping from the addon UI. 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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from immersive_scaler.