OK I understand,

you can attach bones in MED and you can play sequences of bones animation from c-script (like play "walk" bone animation), or, move each bone individually by code.But how exacly is MED handling bone animations JCL?

In AAA games for example -they typically have mesh files.. which include ONLY the geometry of the models.. nothing else... they also have bones attached to them, but not animated..

Along with that, they have a number of animation files.. with some extension, let's assume it's .anim just for example, these .anim files animate any kind of mesh with bones.. yet they're low in file size and relatively small even when uncompressed in RAM, because they only contain bone movement data, not vertex transformations.

So in AAA games you do something like:

load(badguy.mesh).
attach(walking.anim,badguy.mesh).
play(badguy,walk).

What I want to know is how is it handled in A6... can you import bone animations to a MDL from 3ds Max? If you do, how big will the mdl file be in comparison?

Is it possible to have an mdl with a bad guy,where unanimated it would be 300k or something... and then add say a 1000 bone animations to it, and keep the mdl file still at 300-400k?