Yes, this is correct. The main reason I made this addon was purely for visual purposes as this head/tail system is unique to Blender. Having the option to scale would be a great help for Blender based armatures, but we still need a method to control the bone direction for 3rd party skeletons as Max mentioned.
True. But just to add another thing on top: If you color the respective sides of the bone +X in red and +Z in blue as well you still have a representation that is immediately visible from afar as well, though.
The axis display still has a lot of merit, of course. with a long sticky axis you can match orientations a lot better than with bone sides only.
I’ve tried this plugin and it works well.
But actually the first step of scaling all bones to 0.1 may be unnecessary, because in the bone display you can set the virtual object to scale by the length of the bones, and currently it’s hard to choose a proxy for some overlapping bones after scaling them evenly to 0.1. And when exporting bones to UE or Unity, scaling bones is likely to cause errors.
Here’s what I’ve done with a little modification, adding a UI and update button, and the sphere virtual object scales by bone length. It has better support for metahuman generated body bones (no confusion about virtual bone size).
The project address is: GitHub - mayloglog/FakeBones: FakeBones is a Blender addon designed to enhance the visualization of armatures imported from other software (such as Maya, Unreal, etc.).
I hope it will be helpful to you.