This is awesome news, especially for things like virtual concerts. For George Ezra, we ended up with like a dozen versions of the same animation for different avatar sizes - this would have saved so much time!
I wasnât expecting animation scaling to be released with this but it makes me so happy, canât wait to add a scale slider to my character creator when this comes out of beta
Really great new feature i hope that Roblox will keep adding more stuff like this.
This feature is such a lifesaver.
Wow. Awesome stuff. Looking forward to giving it a try when I get a chance!
Excellent update, I was looking for this last night and I wished there was a scale for models, and unbelievably this is out today
Oh this is actually great! Thanks for the update
Youâre a lucky charm. Can you look for improved PBR system, next? I need that
I like this update, by the way can we get the engineer model from tf2 you guys used in this post?
This is the funniest thing I have ever seen, I am literally antman, I have gone sub-atomic, I am the size of a quark.
R6 kind of has a problemâŚ
Apparently this gets fixed when I wait 3 seconds?
When I try using ScaleTo in studio it works, but when publishing and testing on roblox it leads me with an error of âScaleTo Is not enabled yet!â
The feature is still in Beta (as stated in the title and post)
FWIW, I think there will be a lot of pushback about the behavior of this once it leaves beta given that both the new and the old scaling behavior is useful in different cases. I think people would strongly prefer to have both scaling options; one that only scales baseparts (so they can choose a minority other instances inside to adjust manually), and one that also scales non-basepart or functional components (so if they prefer the majority of instances to be scaled, they can reset a minority to what they were before).
E.g. a toggle up here.
What would be your take on the response âMaybe that should be a role for plugins to fillâ?
Scaling only the geometry is a relatively simple task thatâs very feasible for plugin authors to handle, and if you do this via a plugin you can make an opinionated version that is able to do non-uniform scale by choosing a particular tradeoff on how to handle the stuff that canât be exactly represented. Since thereâs many different interpretations possible of âonly the geometryâ leaving this to different plugins that may make different choices on that has some benefits.
Having the scale tool in Studio focus on the hard task of âscale everythingâ and leaving various simpler divergence from that to community plugins seems like one of the options on this.
Iâve been waiting for this feature for so long! Iâve already begun testing it in studio and it works really well. I was wondering when ROBLOX would release something like this, very happy that they finally did. Great update that will definitely empower creators to further create in their experiences!
Team Fortress easter egg confirmed, morale increase
Is there any âgoodâ way of scalling a model using a tween and this api?
This mustâve been âscaledâ down
What happens if you modify a model in 2x scale? Can it âwork backwardsâ for instance?
I can see this particularly being useful for the old-school style of detailed model & weapon building, which used to traditionally be done with a large-scale model scaled down via a script. If you can start making a model at a high scale, then scale it down after, this could be interesting.
Though, Iâm skeptical of the âit just worksâ claim. Developers should be wary of ever using such bold terminology, lest they invoke the curse of Todd Howard.