I'm fairly new to this so its probably something fairly obvious that I'm doing wrong.
When I apply a bone animation to a second mesh the bones take their original scale and not the one from the new rigging / skin setup. This results in the second mesh being stretched to match the proportions of the first during the animations. ie. longer forearm etc.
I use the same bone setup and just tweaked length and rotation slightly to fit the new mesh before 'skinning'. I've noticed that in 3DMAX the scale of bone objects is not animatable and this could possibly explain it? is there just a setting to sort this out? Should/can i discard the scale of the bones in the original animation?