Well it's not the same as swbf2, I know in that you can say attach a hardpoint for a effect to the dummy root and just type in a offset which usually equaled out to XSI global coordinates and it would place the effect where you wanted it. I'll break it down to you why it doesn't work, the tag that the weapon bolts to IS there on JO models, the problem is that the bone name is different and the bone is what the tag is enveloped to, so the game essentially sees it as a tag with no envelope information, hence why the left saber doesn't animate. May be possible to hex edit the .glm file to reference the JA bone which is lhang_tag_bone but unlikely since the glm stores no real bone data as far as I'm aware of, just geometry, UV and envelope weights and since it's enveloped to a bone with a different name, i.e. doesn't exist, I don't think it's possible to fix this way. Easiest solution is to recompile the models, some people think it's a huge deal but if you know how to copy weight maps from one model to another the tweaking to make it perfect is minimal. Real problem is people were always using 3ds max which has terrible envelope weights tools out of the box without a 3rd party plugin so no one wanted to reweigh a model to the JA skeleton.