Comments (2)
A cheapo workaround I am using is to move the object up with a shapekey, apply to basis, run the script, then apply the reverted shapekey back to basis.
from immersive_scaler.
It was getting the bottom of the avatar based on the lowest point, I changed it so it'll get it based on the lowest point weighted to the foot
This doesn't cover every conceivable use case, but since the foot is scaled in the process and could be kinda tall on certian avatars with, say, high heels, I don't want to just fix a height for the ankle bone.
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
- It won't move the model up after scaling HOT 3
- 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.