I'm not sure what you mean in this situation. I had to make the model itself smaller to fit in the camera angle on blender, but I also increased the camera resolution to fit more pixels in for rendering. Either way, Frame Animator cropped out all the excess alpha pixels and left me with what you see in the zip file and in-game.
If you're asking about the switch between the idle and running frm's where they change sizes, that's not what I'm having a problem with, I've already fixed that. It's the nose getting cut off during the run animation.
As far as I can tell the FRM looks ok, and only two directions get the nose cut off when I move the critter around, the east and west directions. One of Horrigan's animations is bigger than the FRM I made and doesn't seem to get cut off in-game, so I thought I might be safe.
Is there a limit to the total pixel size of an FRM? The initial size of my animation is 178x65, and the final size once it's moved all the way across the frame is 263x65. But the game appears to cut off the nose way before it hits the final frame.