Yeah Geodav, by scaling it, I meant I would do it back in 3ds Max, and redo the skinning. That way there wont be any issues with physics, that was the reason I had to redo it in the first place, the physics assets were showing up in game at about 10 times there actual size, that happens when the skeleton gets scaled disproportionately to the model on import, a weird quirk of the engine. As far as making it a plug-in it’s been a long time since I’ve attempted that, but I can give it a shot.