Are bones actually elongated, or is that just a visual aid
Hello everyone,
Many 3d animation programs show bones as elongated "objects". Such that when you rotate the bone, it seems to pivot around some point. I recently started working on some active ragdoll stuff, and am now manually setting up colliders among the bones for that. Of course, i could set up a separate hierarchy of colliders on an entirely different game object for the ragdoll, but I would like to try something different instead. I've reached the point where i have to decide whether to move and/or scale the colliders, so that they "match" with each other, leaving no gaps between them. But since the colliders are in exactly the same position as the bones they will reference rotations from, i'm hesitant whether moving the colliders is a wise decision. I can make my conclusion once someone can confirm whether "bones" are just uniformly scaled (x:1, y:1, z:1) structures, or if they are actually scaled as depicted in Blender, Maya, UMotion, etc.
Thank you for your time.
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