1. Is it allowed to animate the scale or position of a bone?
2. How can it be that multiplying the normals with a world matrix gives correct normals? If the matrix does translation, won't that translate the normal as well, giving totally false directions, even after normalizing?
3. Is it allowed to create bones that are already scaled before skinning? So I create bones, scale them randomly, and then I apply them to a mesh and animate them? Unfortunately, one of the animators in my team did this and I get the errors below, but I wonder whether this is really the course, or he made some other errors as well that cause this stuff.
4. Does it matter if bones have negative scale? So (-1, -1, -1) instead of (1, 1, 1). On of the legs in the picture below has this, but is okay, while one of the arms has this as well and is totally broken.

BTW: The weird bone is to animate his belly, not something else.

