Have the length of an armature control the brightness of an emission shader?

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When the armature is scaled to 10, I want the brightness of the emission shader to become 10.
I assume it requires drivers, which I experimented with and couldn’t get right.
Here is my setup so far:
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Not sure what’s up with that particlar driver. There are a lot of complexities having to do with armatures and bones and spaces.

But the easiest way to make drivers is to right click in a field and “copy as new driver”, then right click somewhere else and “paste driver.” In this case, you could copy the Z scale of your armature (from sidebar/item/transform) as a new driver and then paste it into a value node in your shader. (Note that gives the scale of the armature in its own Z axis, not in the world’s Z axis. Also note that it’s the inputted scale of the armature, not the scale of the bone inside the armature. A bone can be scaled without an armature being scaled and vice versa.)