How to scale a bone without affecting it's children?

Welcome to game development, where certain things require a lot of work to do!

I don’t really understand what “hide a bone” really means. Most geometry is skinned to more than one bone. Even when there’s only a single bone weighted, some triangles will be made up of vertices that are weighted to different bones.

If you have attachments that are weighted only to a single bone, then those might as well be static meshes, and you could “hide” them by marking them not rendered.

If you want to hide certain areas of a skinned mesh, you can also draw the mesh in cutout (masked, alpha-tested) mode, and paint in a texture that masks out certain parts of the mesh.

But, in general – in game development, you sometimes have to apply some change to 300, or 3000 assets. And sometimes, the cost of making such a change is too large, and you end up not able to implement the feature you wanted. But, before you reach that point, you first need to be precise about what “hide a bone” really means, because for a typical skinned mesh, this doesn’t really make sense as a concept.