First of all, we recently made the jump to unity 4.3 from 4.2 during the middle of our production. I know it is not a recommended process but company’s policies and all, i regret we did. Now to the root of the problem:
I’m using the Biped in 3ds max to do all my animations / rigging on the characters for the game we are making. Back in 4.2 we had no problem with the sacling of bones on the Biped, we even did some performance test and everything was ok. Then we upgraded to 4.3 only to see that the scale are now all wrong. if i scaled the arm, forearm and hand to make some stretch and squash, it now looks like the scale is triple on the last bone, but i cant know for sure since it is only in the preview window and in the game, i got no precise number on this, but that is how it looks like.
I tried a lot of different things in my export settings in FBX and still, the character is all messed up and stretch way too much. I’m guessing it is a setting i am not aware of in unity 4.3 but at the moment, everything use the same settings as in 4.2 except for the new Avater feature wich is copied from the original rig export.
I cannot show any pictures of the project or any of the assets i’m currently working on but if someone thinks needs visual to understand, ill try to replicate with some other objects.