You reminded me of another situation, which is character clothes! If I have a character and a set of armor, if I add a new animation scene to the character, I have to add it to all the armors too!

Well, I don't know the "inners" of 3dgs, and the mdl7 format isn't public, but, as in most model formats, I would think that bones animation frames are simply values for rotation, translation and scaling of named bones. So, as easy as it would be to have models with 100% the same structure, I don't see the need for that. If a model has a 'head' bone, this bone will follow the frame values from the source 'head' bone. If either source or target entities have an extra 'nose' and 'hair' bones, they would be ignored.

And isn't the vertex assignment a specific model chunk already? I could have a source entity that is a simple skeleton with no geometry, or another meshed entity with geometry and assignments. The vertex assignments on the source model don't matter, as they would hardly be the same as the target entity.

Well, that's all speculation, since I am no expert. Anyway, my hopes is that this would not be a lot of work really, and is interesting enough to be implemented in future versions..

Cheers,

|Emilio|