There needs to be some method to overwrite the default scale of an animation, perhaps when its Loaded into the Humanoid or AnimationController.
As it is, any animation that is not pure Rotated poses, but includes any Shift, needs to be re-created (or manually scaled and published) for each scale of the target.
For instance, I have a game where you can Morph into a Dragon.
I allow for 4 different scales of the dragon, from large to small.
I can manually scale the mesh and bones in script within the game, allowing me to use a single Mesh for all 4 sizes.
However, because the Animations for the dragon (over 20 of them) include Shifts, I have to, in Studio, do a Batch Scale in Script of all the Animations in the Animation Studio’s Saved folder. Then load each one of these (well over 100) into the editor and Publish each one.
So instead of Dragon_Idle1…
I end up with Dragon_Large_Idle1, Dragon_Default_Idle1, Dragon_Medium_Idle1, Dragon_Small_Idle1, etc…
Then take into account that I have about 10 morphs that I have purchased the Meshes, so the Animations that came with it have shifts, this is well over 1000 Animations I would have to publish.
The Shift is just a CFrame position applied to the bones or motors when animating, so a Scale I would think would be easy to implement, such as … local AnimTrack = Humanoid:LoadAnimation(myAnim, .5) the .5 being a scale value.
I feel that with the recent replication of Animation Priorities, this would make a great new feature as well, and I feel this would allow for more creativity in that we can in game scale for mesh sizes along with animations.
Thanks for this consideration.