Adjust lengths to an absolute length or scale them relatively, scale from the head or the tail, or anything in between!
Warning, works best on bones without children, hierarchy aware transforms coming… sometime… soon… -ish.
Seems that was easier than I thought. Another warning, however, if you scale a complex hierarchy away from the tail (Bias = 0.0) things do get a bit unpredictable, unfortunately that is just the nature of the beast and nothing will fix that.
Cables, vines, tentacles and pipes can be very fiddly things to unwrap, a proces made much easier by the cool UV tools within Blender! The video tutorial below goes through the process from beginning to end, complete with an example of what to do when a common UV unwrapping error occurrs: unwrapping a mesh with inconsistent normals.
This is the result of about 30 minutes of python and a loose understanding of Jacobson’s Verlet Integrator. A method that allows for soft editing of organic meshes. Not sure if I’ll take this further, some changes might need to be made to Blender to make this easier.
Just add a Monkey into the above scene, don’t modify the monkey that’s already in the scene, that is the reference model. Enter the second monkey’s edit mode, press Space and type Verlet, hit enter. Move vertices around to see their effect (watch the video below).
Note, the above is released free for any and all use, if you use it for something cool feel free to drop my name.
I’ve added new functionality to UV Normalize, now there’s a switch that will scale and position unselected vertices by the same factor as the selected vertices. This lets you define which vertices are used to calculate the range of the normalization while forcing unselected UVs to maintain scale.