i've been doing some thinking about scaling. i'd like my skeleton to be easily scalable. this isn't an issue for nexuiz since the zym (and possibly dpm?) building process lets you set a scaling modifier, but i'd like my skeleton to be usable in other games that might not have that flexibility.
there are two ways of moving bones that i might consider using, rotation and location. rotation scales without any problems, but location doesn't. for example, if i had a run cycle i could make the body bounce up and down by altering the location of the bone at the base of the spine. but if i then scaled the model up to x10 the location values wouldn't scale with it and the run cycle would become very flat. if i scaled it down to 1/10th the location values wouldn't scale down and the body would bounce wildly up and down.
with this in mind i'm going to stick to only using rotation. this means i can't use location to make the body move up and down relative to the origin bone (the one between the feet), so i've put a couple more bones in there so that the same effect can be acheived by rotation alone.
also, i've scaled the mesh and the armature down to a single blender unit. i figured that it's easier to figure out how much to scale an object by if you are starting with a value of 1 instead of 1.8.
