My workflow for 3D is changing...I've discovered it's better to draw in my rig and it's proportions first, before modelling the mesh ontop (I'm a 3D animator hobbiest - not a pro so I'm a multi-task artist here). This way, my animation will be the primary focus for the modelling and not 'vise-versa'.
Hypothetical scenario for having a limited rig library.
Let's say there's a character that I want in my scene that is about 6 feet tall but with the proportional leg and arm length of someone that is say five foot-six inches, I would be able to call up the leg and arm riggs based from a 5'6" character file and the spinal column/head from a 6'0" character file.
Each file would hold the bones/muscle 'stretch' bones and helper/control objects all child to a single dummy object that would act as the hierarchy's parent:
I would have a range of proportional files for each rig part...perhaps from 5'0" through to 6'4" in two-inch intervals.
Once these skeletonal 'parts' were in the scene, I would then just link the single dummy helper objects that are the parent object of each part to a master dummy object that would act as the master character's node.
Any thoughts on this or things I should look out for in the process of creating this library of max rigs?