With the differences in bone structures.
I have several options.
Try a body sync and adhoc the name of the armatures.
Unskin all the components and attach them into a single model with a reskin on the other bones set.
Either way this is going to take some time. When I get some free.
Once skinned a body sync can be done and a FFE workout can be done.
I see photos of my best friends is herer!
Left is Bagatur with pair of lightning claws and right is LazyGooG the Free Hand also knowk as GooG the Handless! Nicos rasti! Nice leida!
Keep your problems with Bagatur and Leonard outside of RT2's image gallery!
Also grow up a bit it shouldn't hurt to get to a higher level of maturity.
Honestly, I wants to bring some fun to this boredome, not problemos! aNd, they dont want to friend with me, on true ((( At least Bagatur is fun and understand jokes, bet Goog is dumb (as it seems)
Satire is Satire.
What I was thinking is with the spine3 it could be renamed as bip01 or neck in ffe.
That should theoretically stop the issues with animations being associated with it.
it all depends on the model I bring the armature into of course and remembering all the animation states for each of the armatures I am importing into and the conflicts with the armatures.bones being imported into the position.
I'm not going to elaborate what I see in these potential psychological blobs. :P
You dont want to know whats in my mind. :P
I'll document this here so that when I get back to it from caring, I have my thoughts down. :)
I am more inclined to go with Bip01 because there should be no anims, and neck I am a bit weary of. :P
There is also the potential to rename spine2 as bip01 and spine3 as spine2.
That should give good trajectory capacity for the animation sequences.