How do I scale a skeleton down with out affecting the animation time + the location of the skeleton Basically what I want to do is scale a skeleton down. The reason for this is that I'm ripping a model from another game and I want to use it in Unity. When the model is ripped from the other game, it is way too big for unity and has to be scaled down in order for it to even show up on the screen.

This is my model. It has a walking animation.



Now I want to scale the model down from it's original scale to 0.2 by 0.2 by 0.2, I scale the skeleton down so that the mesh goes with it.


Now I'll have to apply the scaling, so that it's the smaller scale is the default one, instead of the big one.


As soon as I apply it, the model moves away from it's original location, and the animation is all messed up, it goes much faster to it's walking destination because he's smaller.

How do I avoid the skeleton, and most importantly, the animation from messing all up?
When exporting from Blender, calculate the size as 100 percent and export it, eg fbx scale 0.01 or 0.1 This is fixed in ue4.