can't blame a guy for trying

If the animations work like they did in RTW, then it should just be a question of adjusting the root bone start positions, and applying the samechange in translation on the Z axis to set it on the ground. The rest of hte movements are relative to this, so the actual movements could be preserved. As you say...the actual distance moved would need changing if the skeleton was a smaller unit. This adjusts their actual movement rate on the battlefield ( good ) for those short-legged units!

The main worry I had was the eventual size of the animation pack when we are done.... I reckon I need a unique set for Dwarves, one for Orcs and some odd-balls...which I hope to modify Elephant skeletons to get. The mounts have far fewer animations, and this is a BIG time saver!

Some of the animas I want, though, are simple re-scales with the bones in odentical proportion. Vercingetorix's tool allowed a 'global re-scale' of hte skeleton, which used th estandard animations with a scaled up model. Does this possibility still exist? For a 'large human' such as the Ushabti or Bone Giant, Chaos Demons and Rat Ogre, I could use such a facility. It would avoid the extra animations in the pack, and save a whole lot of duplicate animations being packed. Just a thought