[QUOTE=GUNSL1NG3R;212155]Using existing rigs just makes things soooo much easier (imo) because all bones are named, cam views/enter exit points (for vehicles) are correctly located (and unforgotten) and there are probably a ton of other reasons I cant even think of before my second cup of coffee 
It’s not to say it cant be done, just soooo much easier.
Take the player animations. There are tons of them and all were done very well.
The female character I created was built around this rig and used these animations.
problem is…she runs like a dude, walks like a dude, looks like a dude.
without re-animating movement animations for both teams, any amount of effort on a great model is pointless.
So, its not to say it cant be done, just a TON of extra work.[/QUOTE]
Don’t worry about having a matrix of animations where there’s separate animations for the left lean crouch and the right lean crouch. Just blend them. It’s a lot easier.


Some tips when putting a new rigged mesh onto the GDF or Strogg rig: Delete vertex groups from mesh that don’t have a corresponding bone.
All vertex points must have atleast a weight. Weights should have 4 bones controling them at maximum.
That’s all I’ve figured so far. Tips as I get better.