Hey, I hope you are still in this thread because I found a way to resize in the manner you asked. IMO it's an ingenious way of resizing any model. Here's what I did, it's very simple so you can apply this for future models:
- Open the model in Magos's Model Editor and the Node Manager.
- Create a new root bone, and you put all existing top-hierarchy bones under that "root" bone. So now you have only one "root" bone on the top of the skeleton hierarchy.
- Right click on that "root" bone and click Edit Node. Click on Scaling
- You will see a window with text like this
"0: { 1,1,1 }"
If you had worked with GeosetAnims before, then you would know what the text represents. However if you had not, 0 = the frame number while {1,1,1} represents the {X,Y,Z} scaling.
- Open the Global Sequence Manager and add one Global Sequence. Set the duration to whatever you wish, for example 100.
- Go back to the text window, now you will edit it into:
"0: {1.5,1.5,1.5}
100: {1.5,1.5,1.5}" (no quotes, and 1.5 scale since it's what you originally wanted)
And set the Global Sequence ID to the one that you just added in the previous step.
- Now the mesh will be enlarged by 1.5 times and bones will also scale accordingly, so animation is not messed up. Also, using this method won't scale projectiles in-game, which is what happens when you re-scale the model in Object Editor.
I attached the resized models in this post.