Problem with bones and blender

I have a mesh for a wolf, and when I import it from Blender it is very large, but animations (which are in separate .fbx files) will import in the Animation Editor and play fine.

However, if I scale my mesh smaller (in blender and exported, or just with the studio scale tools) the animation imported from Blender, look weird, like they don’t fit the new scale.

I tried to save the animation in the animation Editor while on the large mesh, then take that animation save, and traverse it, multiplying each pose’s cframe by the scale factor, then loading that onto the small mesh in the animation editor, but that didn’t seem to work. Maybe I don’t know how to properly scale animations.

So I thought it would be simpler to just load the .fbx animation in blender, and scale it to the scale of my smaller mesh (considering that is how I get the smaller mesh, scaling through blender)
But when I load the animation file in blender, I get this…
image
image

If I try to export this to .fbx scaled …


It never creates the file, no output file exists.

So does anyone know what I am doing wrong? I am a total noob to Blender.

Thought I might try placing a cube in the scene so there is at least some geometry, to see if it would save, but for some reason this makes it hang…
image

Can you show me a video of the problem?