Why use Apply Size/Rot?

I am not sure as to why and when to use the Apply Size/Rot (Ctrl-A) function.

If I have separate files for characters and now want to build a scene and append a few to a new file. I bring each in but find that they are not to scale, so I will select the armature of one and scale it so 2 characters are in proportion to one another.

Cant I then just leave as is and continue with animating?

Do I have to apply size/rot?

BTW, if I do apply size/rot then the mesh seems to remain sized correctly but the armature reverts back to its original size. What a mess. :stuck_out_tongue:

??

Apply Size/Rot is very usefull for any oparation or setting wich is sensitive to local axis compared to global axis.

It will reset the local axis parallel to the global ones and it will “normalize” the scaling to 1.

It is usefull to apply textures using the xxxyyyzzz buttons. If local and global axis are not parallel this can be very confusing.

Tracking of an object is also sensitive to the orientation of the local axis.

Mirroring is sensitive to local axis and may lead to unexpected results if local and global axis ar not parallel.

Rescaling of your armature wouldn’t be ocure if you would have applyed Size/Rot before paranting to the armature.

If you mirror an object in object mode it appears black in shaded view (because SizeX or Sizey are negative). Apply Size/Rot will make it shaded normaly.

Less confusion on export blender models.

etc.
etc.
etc.

It is one of the more usefull functions of blender though overlooked often.

That’s probably because it’s hard to write a tutorial on it.

We should make something such as ‘the 12 principle of animation’, but then ‘the principles of good blendering’ to show the usefullness and importance of certain functions. :wink:

d52477001

Not a bad idea at all. But who writes it (spare time).
Maybe we should open a topic to collect some ideas.
One principle probably could be:
Apply “apply Size/Rot” as a routine matter if you don’t have a special reason not to do it.

tordat:

Are you saying I should have applied size/rot to the MESHES before parenting to the armature? Also perhaps applying size/rot to the armature before parenting.

Then later if I need to rescale the armature, would there be a need to apply size rot again? If so, and all the above were done correctly, then I would not have a problem with the armature springing back to its original size and the meshes, stretched in all different directions.?

Let me see if I understand, size rot is needed to get the world coordinates and the objects coordinates the same? Is this the only reason? How does this work anyway without turning the object to face the right direction?

Still a bit confused, but thanks for replying.