The standard bones and animations are available on fileplanet, somwhere in the UT section. Don't use the search button, it doesn't find it. Sorry, I don't have the link anymore...
Try to move around some vertices in max before you link the bones. When LoQ and I were creating the first models for CUT, I did that with the Kaja model, which originally had its own bone system (including extra bones for the boobies that are now gone... ). It worked out ok for most of the poses, but editing a robot for it should be easier due to missing deformations.
Yes, I think it might be possible to do that, too. My post was not crits on what you wrote, but my thoughts on what EPIC messed up with their bone system.LoQtUS wrote:Neo, I was hoping that the size and proportions of the model were somewhat close to the standard, and thinking that we could rename the bones in the skelly to match, and then tweak the strech/compressed areas until it look somewhat normal. All the work would be on the skelly not the anims.