rosuto said:
I believe it becomes an animation issue if the verts are assigned to the wrong bone. If Im wrong, cool, makes life easier.
You won't be able to properly test the animations without deciphering the skeleton (since the pivot points will be wrong), but if you wanted to, say, edit an existing mesh, or add parts to one, or replace a helmet with goggles, then all you really need are the
names of the bones, and the MGN tells you what those are.
Try this: open a character mesh in a hex editor (I used hum_f_body_l0.mgn, but you should use the race/gender of your character). Near the very top you can see some pretty clear ASCII values; stuff like 'lthigh, lshin' etc. This is where the .mgn imports the bone names. The order is what's important.
swap 'lankle' and 'rankle'. It's just two letter's difference, no fussing with IFF size tags, and those two bones are in different positions. Then, go in game. Bam. You just re-mapped several dozen vertices to completely different bones in 2 bytes.
All that matters is that:
A: The MGN lists the skeleton it's importing from.
B: The MGN lists the bones it wants from that skeleton.
C: The weight values reference the proper, .mgn-internal index of the bone.