@Phosphoer,
That's sort of what I'm starting to do now. I've loaded a reference model that I've scaled to fit in the game without having to change it once it's loaded in the level. Then I'm scaling everything around that model to get things looking right.
My current problem is it appears that one of the places where I've picked up a model pack doesn't quite know what they're doing. I could be wrong, but I'll ask here since there seems to be a wide range of expertise here.
First to the modeler, if you're reading this please take no offense. There are things I don't know, and you never find out unless you ask.
The models that I have purchased from this modeler are based around a reference model that's already rigged and animated. They then create different meshes and texture them, setting them up as skins to go over this base model. That seems like a perfectly reasonable solution to me. However, they don't seem to have their naming conventions down quite right. They've recently sent a new export of the models that now animate the skin mesh properly, but the base model's "bones" poke through at times.
Is it not a standard practice that once you have the "finished" product you remove the polys associated with the reference model under the skin so that all you have left is the "bones" and the skin mesh?
OR
Do you hide those in the modeling package so the application that uses the model just ignores them.
[edit]
Also, it seems the .X files they sent work in DBPro other than being able to see the base model poke through now and then, and when I've got it loaded in FragMotion the animations run ok. (can still see the base model) BUT, if I export it to another format, such as Milkshape, it screws up the animation. The left foot and entire right leg don't move with the rest of the model.