Quote:

then use c-script to match those angles and rotations on a model with a matching skeleton.


this could be trickier than it sounds. complicated euler angle conversions and such stuff could be involved...

...
maybe i will try to convert my animation tool into a rag doll editor if i have some time... ( http://www.conitecserver.com/ubbthreads/showflat.php?Cat=&Number=335998&page=0&view=collapsed&sb=5&o=&fpart=1 )

creating a hierarchy of constrained physics entities based on the models skeleton would be quite easy.

then i would implement some way to edit the limits of the joints. controlling the limits could be tricky.

and somehow the models skeleton would have to be bound to the physics entities then. i think this is the trickiest part and i am not sure how and if that would work!