First off NGC v3 is very bugged. I would revert back to v2.03 until v4 comes out (testing for v4 is slated to start tomorrow so it shouldn't be too long). If you do not have v2.03 download the trial or email matthew for the full version (if you bought v3 he will give you v2.03).
Quote: "1) Is there anyway to detect collision on all parts of the charecter while animating?"
Not really as DBP doesn't really give direct access to the object's info.
Quote: "2) Is there a fix for the problem that when animating the collision is not allways correctly detected
--basically is there a smarter way to go about collision"
See question 1, but you could setup something manually if you know how the animations and models are setup.
Quote: "3) Can someone fully explain offset ellipsoid, because that may be my problem. Up till now i have just winged it, untill the chara's feet touched the ground."
The offset is there to align your models in all 3 directions if their local 0,0,0 coords are not in the correct location. If your model's 0,0,0 is in the center of the object but at the bottom then the y value will need to be offset by half the object's height to line the ellip back up to it.
Quote: "4)My chara is scaled (500,500,500), and when i do that the ellisoid does not scale with it (i think), what exactly happens when i scale the object (scaleobjpro), and what does NGC not calculate? Should i just make the ellipsoid the size of the object after scaling? Should i re-offset the ellipsoid?"
I don't think NGC recalcs the ellips for new scales as the ellip size is independant of the model size. You will need to update this with a call for the ellipsize. The scaleobjpro only affects polygon collisions in NGC far as I know.