@ OK, onto the animation deal since @@DT85 and myself were the ones working on this but not actually together in a sense but sort of communicating on what we had done. The JO skeleton has more bones, the base JA models were actually weighed to the same skeleton with all of those bones with all the added animations BUT, the models did not get weighed to the extra bones and therefore when they were sent through carcass they were omitted. This means that even though in the original Softimage 2.x scene file the bones were there they had no envelope information so they never made it into the final compile. You can however import the dotXSI source files for say the staff special move which is JA specific and find that all the bones from JO are there too. So, to make the base models work they would ALL have to be reweighed to the JO skeleton AND all the base animations recompiled as well to include the bones. It's an absolutely ridiculous amount of work. Then, you'd have to recompile every model ever made to the JO skeleton to work, a workaround that DT had was to write some sort of table used by the game that would make the models work, just not take advantage of the bones as they wont have them in the GLM file. The problem always has been that JO models work in JA but JA models don't work in JO so if you take the JO skeleton and apply all the added JA animations to it along with all the JO animations and compile to all into 1 massive GLA file only JO models will work with it unless recompiled. Hope that answered your questions about that, I have over a decade of game modding under my belt and I can tell you that it's a shit ton of work. I was working on a full _humanoid file that could be looked at in Softimage much like how to can play all the animations in ModView but that too was some crazy tedious work that no one really had much interest in.