I have an armature rig that I use as a basis for characters. It has a predefined walkcycle that I can just use whenever a character needs to walk. HOWEVER, different characters have different heights, made by simpy scaling the rig. They all use the same walk animation, though, meaning the same stride length, which makes short characters have insanely long strides and tall characters silly short strides. All because the keyframes for the walk animation are not scaled along with the actual rig.
Is there a way to scale the coordinates of keyframes as if they were physiical locations of bones and the like??
Edit: I know that I can manually scale individual animation curves, but it’s a very clumsy approach. I am hoping for some elegant and efficient feature that was actually designed to scale animations, as elegantly and effectively as models etc. can be scaled.