HI,
I am developing an application similar to the E-learning example, where bones rotation successfully drives the components of a cardboard box. However, when I use bone scaling to adjust the box dimensions, it also affects all child bones in the hierarchy. This leads to incorrect scaling of other parts of the box.
To address this, I went back to the hierarchy panel in 3ds Max, which allows disabling the propagation of bone scaling. In 3ds Max, this adjustment worked as expected, and the box components scaled correctly. However, after exporting the model as a glTF and importing it into Verge3D, the scaling propagation issue was not resolved.
Is my approach to adjusting bone length and scaling correct? Is it expected behavior in Verge3D that the propagation of scaling within the hierarchy cannot be disabled?