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  • Published 26 Dec 2021

Restore ability to uniformly scale custom bone shapes in Blender 3

Blender provides the ability for users to specify a custom shape for bones to make it easier to manipulate and animate rigs. In Versions of Blender before 3, a uniform scale option was provided which could be used to adjust the size of the custom bone shape.

One of the changes Blender 3 brought was replacing this single scale parameter with an entire matrix. Adding the ability to set the translation and rotation of bones in this manner is extremely helpful. However, in doing this we also lost the uniform scale. Now you have to scale the components of the bone matrix individually which is turns what used to be a quick task where you would just drag your mouse in the parameter field to uniformly scale your bone to a very difficult one where you need to scale in X, guess if it's correct and then copy and paste that value into Y and Z. It's also rare you would actually need a non-uniform scale on your bone object.

I would like to propose restoring a Uniform Scale parameter to the custom bone shape. It would work in conjunction with the new transform matrix, concatenating an extra uniform scale on top of whatever the general transform provides. This will allow one to precisely position the custom bone object with the transform and then quickly size it with the uniform scale parameter.

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Development Status: Open

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markmckay
26 Dec 2021

2 Comments

vincentlalancette

TIP THAT MAY SOLVE THE ISSUE YOU'RE AFTER :)

With Blender, every float array (especially helpful when you want to keep your clipboard) you can click the slider you want to copy and drag it vertically until you reach the slider you want to copy.

From that point you have 2 options:

  • release the mouse to enter the desired value for each channel with your keyboard (works with operations like usual)
  • drag the mouse horizontally to uniformly offset the value of every "selected" channel (releasing from that point will confirm the result).

Example, click on the y channel of the location property of a cube at 0.200, 0.000, 1.000 , drag up until you reach the x channel, then drag horizontally by 0.223 and it will result to 0.423, 0.223, 1.000 .

I don't know how to select only the first and last channel, but I know it works with all arrays, whatever the length.

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markmckay Author

That does help. I had no idea Blender let you do that.