OK, so I have two characters rigged and working nicely. I linked both of them into a new file as a test and realized that somewhere along the line I brain farted and modeled the characters at very different scales.
So I thought OK, I will just scale one of them and be on our way…well that did not work as well as expected.
To do so I first un-parented the mesh - I found an older post on line that advised to do so. Then scaled everything down together. Then first started applying the scale of the rig - and that is when I saw the issue.
This is the rig before applying the scale
Here is the file before applying the scale.
And this is the rig after applying the scale.
The circled bones (which are the deformation bones) shrank. I did some hunting online and found reference to a very old post (blender 2.4 version) that talked about bone which have a “stretch-to” constraint could be an issue when scaling and to reset the constraint. I did this and no change.
So the question is, how do I scale an armature (rigify in this case) and keep everything in order?
A - forget about the scale issue and in the linked scene file, just scale the one rig/character to the size I want (not apply the scale) and just move forward - Everything seems to work fine that way, I just don’t know if there will be other issues in the future.
B - See if deleting all “stretch-to” constraints (not just re-setting them) will do the trick. I don’t use any of the stretch features of the rigify rig anyway.
C - Scale everything and redo the whole weighting - I really hope this is not the solution.
Hope someone can help.