Here is the file. My goal is indeed to control the "zoom level" of the bones - I just want them to be incredibly small and precise. I would like for their minimum scale (0.1) to be at least 25% of the current size, if not smaller.
As for the use, rotate m700_AIM_000_shortcut and you'll see that the skeleton has isometric rotation that looks 3D. One of our biggest time sinks in creating our humanoid characters was having to re-animate each skeleton in every direction (8-directional) for every animation state. So I built a skeleton that could be fluidly rotated (with mesh distortion for tweening, still in the works), so it can be animated in one direction, and then just rotated and texture-swapped (with texture draw order re-sorted) for the other 7 directions.
The number of constraints is to create the isometric rotation on a number of bones at each lateral layer of the skeleton. Effectively, to achieve the isometric distortion, I have to create a special set of bones at every "vertebrae" of the skeleton.
I'm going to be able to simplify some of the bones in the head that control mesh distortion in the face (what you see in the screenshot above), but unfortunately, due to how vertex sorting is handled, I may have to keep many of them. If you allowed us to sort vertices manually rather than relying on the order of the bones that the mesh is constrained to, I could drastically simplify the skeleton.
I also really need a way to quickly view sort order, attachments, constraints without having to scroll through miles and miles of the tree. See thread here: Ease of Use UI Proposals - Improved Tree & Animation
Specifically, this suggestion about the interface:
Your reply:
Annotations in the tree should help jumping to constraints. We added the Animations view some time ago as an easier way to access animations. We could do a similar thing with separate views for skeletons, skins, constraints, and maybe draw order. This may be simpler than your proposal and seems like it would address the problem about as well?