Repeating this here as it's the more relevant place:
You'll be pleased to hear that I've got a workaround for decoupling the scaling of units from scaling of effects! I've added a new feature to Nexus Buddy 2 that will insert an additional scaling bone into the skeleton of a GR2 model. This allows you to scale the model independently of the effects. So you can, for example, increase the size of the unit effects using the <Scale> in the Art Define xml, and offset that increase adding a scaling bone that reduces the model size by a proportionate amount.
The only thing that is different between these two fiery T-Rexs is the scale of the scaling bone in the model .gr2 and the <Scale> value in the Art Define xml. The one the left has model scaled to 0.14 and <Scale>1.05</Scale> in the Art Defines; the one on the right has the model scaled to 0.7 and <Scale>0.21428</Scale> in the Art Defines. The result is that the visual effects for the unit are rescaled without affecting anything else.
This should save us time in getting effects matching the units scale!
Will release the nexus version of NB2 shortly.
Whoa, this is a tremendous breakthrough! What about other effects transforms such as rotation, tangent, offset, etc. - is it possible to create bone modifiers for these aspects of effects as well? If so, this would be the Holy Grail of effects customization. Anything (at least within the realm of the existing effects) would be possible. Right now, all we can do is overwrite the source code like Skajaquada did to transform existing effects - a solution like this would make effect transforms virtually limitless.
But even if the other modifiers are not possible, this is AWESOME!