Apply scale to armature with animation


I’m making a game character and want to add a few animations from Mixamo rigs.
I’ve auto-rigged the model and now trying to scale it, because default Mixamo armature is small for a game engine I’m trying to export to.

However, when I scale the armature and then apply the scale, something happens with the animation: the whole armature is shifted up by Z axis and animation becomes weird. So it seems like there are some problems with keyframe scaling.

Blender version is 2.79 (the latest stable). I’ve attached a demo file, so you guys can test it if you want.

The question is: is there any solution for that problem?

Thank you!


armature.blend (2.42 MB)

Have you tried keyframing a scale of the root bone, rather than scaling the armature itself?

I’ve tried to scale keyframes of the root bone in Graph Editor (pivot point -> 2D cursor, then scale by Y axis: location, rotation and scale), and that does work perfectly, but in this case the armature is still small, if you go to the edit mode or to the rest position.
So when I try to export that object (into the Source engine, btw), the bones are really small and animations corrupt the whole mesh.

Maybe there is a way to scale both armature and keyframes?