Our rigs are set up with stretchy limbs and spines (scaling the shoulder and elbow joints along the X axis to make them longer), and it Maya, that’s all that happens.
In Unity, everything in the heiarchy below the first scaled joint is also stretched. The wrist and fingers are scaled up by changing the shoulder length, and then stretched again by the changing of the elbow length.
Is this the only way Unity can handle joint scaling? Is there anything we can do make joints scale individually?