Scaling __root__ prior to exporting a scene from the sandbox: impact on mesh animations and lighting?

I was provided with a scene in .babylon format which is 10x too small. In an attempt to fix this myself, I have scaled _root_ in the sandbox, and exported a new scene. This new scene now seems to display with the right dimensions in the app, but the result is somewhat darker than it should. The light source is a hemispheric light. Do you think my attempt to correct the scale could have an impact on this?

Also, once the scene is loaded, the app animates some of the meshes. The animations worked fine with a previous version of the scene which had the right scale to begin with. With the new scene, and after my fix, the meshes fly all over the place when animation is attempted. The sandbox export doesn’t seem to bake in any transformations (i.e. the children meshes under _root_ are still 10x too small in local coordinates, but their dimension in world coordinates is OK). I suspect this could be the problem, but I would appreciate some feedback from the pros :slight_smile:

The scaling should not have any effects on the lighting (if the scaling is uniform, meaning you used the same scale for all x/y/z axis).

Regarding the animations, I guess the scaling (or inverse scaling) should be factored somewhere in the rotation matrices of the bones / transform nodes… Instead of scaling the root node, maybe you can try to scale each mesh instead and see if that helps.

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Thanks for the hints!
Regarding lights: scaling is uniform, so I guess I will have to look for another root cause for the illumination delta.
Regarding animations: that is my guess too, and for now I have asked for a new input file with all meshes natively scaled properly.