Let child bones be scaled relative to parent

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GHOSTYMPA
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Let child bones be scaled relative to parent

Post by GHOSTYMPA »

I would love the ability to make bones parented to another bone scale in a way that makes sense, I think Blender does this.

This would be distinct from "copy scale", as that would scale it relative to each bone. I would love a setting to treat the bone like any other layer bound to a bone and have it scale based off of the parent's relative axis!

This would make squash and stretch scaling extremely useful and perhaps more realistic as it would scale more than one bone
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Greenlaw
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Re: Let child bones be scaled relative to parent

Post by Greenlaw »

Mult Rush's Transform Rig Tool does that. Here's a quick demo video that shows some of its features...

Transform Rig Tool for Moho demonstration

At around 00:22 is a demo of scaling a parent with child bones.

You can download the script and watch a more detailed video on this page:

Transform Rig Tool


Hope this helps!
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Greenlaw
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Re: Let child bones be scaled relative to parent

Post by Greenlaw »

GHOSTYMPA wrote: Thu Jan 22, 2026 5:19 am This would make squash and stretch scaling extremely useful and perhaps more realistic as it would scale more than one bone
Oh! The above is mainly useful in rigging. For animation, check out MR Pose Tool, also from Mult Rush:

MR Pose Tool

BTW, so far I've generally avoided using third-party scripts in my tutorial videos because I thought it might confuse beginning Moho users. However, later this year, I'll be showing more of my 'real world' workflow with amazing third-party tools from developers like Mult Rush.
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GHOSTYMPA
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Re: Let child bones be scaled relative to parent

Post by GHOSTYMPA »

Here is a more visual example of what I mean.
https://cdn.discordapp.com/attachments/ ... b05aa6614&
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Lukas
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Re: Let child bones be scaled relative to parent

Post by Lukas »

Yes yes yes! I've requested this in the past also. Especially when setting (for example) the 'Head' bone of a character to Squash and Stretch, it should affect the child bones accordingly too. Otherwise it looks bad when scaling for more than a few nudges, which is a shame of a good feature.
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GHOSTYMPA
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Re: Let child bones be scaled relative to parent

Post by GHOSTYMPA »

Lukas wrote: Wed Jan 28, 2026 6:12 am Yes yes yes! I've requested this in the past also. Especially when setting (for example) the 'Head' bone of a character to Squash and Stretch, it should affect the child bones accordingly too. Otherwise it looks bad when scaling for more than a few nudges, which is a shame of a good feature.
Im glad someone else agrees with me on this being a goated feature idea, and yeah squash and stretch scaling is annoying to do! When I make a smart dial to squash and stretch, I have to manually move bones parented to it to look more realistic and there is no way to squash connected parts like arms.

So this feature would be a game changer
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Greenlaw
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Re: Let child bones be scaled relative to parent

Post by Greenlaw »

Ah! I see what you mean.

I currently get around this by scaling a group layer, with the group's origin set to the base of the bone I wish to scale from. But, yeah, I see how this might be better if we could scale the bone directly?
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Re: Let child bones be scaled relative to parent

Post by Greenlaw »

I ran into a related situation today: I wanted to scale a chain of bones using a Smart Bone Dial (SBD), and at first, I thought this would take more work than it actually did.

My plan was to scale the chain's base bone, move the next bone to align with the scaled bone's tip, and then repeat for the entire chain. As it turned out, I only needed to select all the bones in the chain, type the scale factor in the Size box, and press Enter. This not only scaled all the bones at once for my SBD, but it also kept the bone tips and ends aligned. Cool beans! :)
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