So, this example is in the Godot Engine, but other engines porbably have this kind of problem, too:
I have a character with multiple
RigidBody2Ds, that also has a bone skeleton for animation over them. Now, the problem is, that Godot's physics engine handles the transforms of the bodies, so they won't scale properly. If you scale the children (
Sprites) the positions will be off. Is anybody aware of a proper way to work around this? Being able to scale these kind of characters would be awesome.
Thanks for all your answers. Greetings, Footurist