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.
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.
This addon allows you to normalize your UV coordinates in Blender so that it fills the uv’s from 0.0 – 1.0, with additional controls for preserving aspect with X or Y, scaling the resulting uvs and positioning them and an optional border padding.
For a complete demonstration, from installation to execution check out the video:
Enjoy! Any constructive feedback will be appreciated.