I have heard about the limited slots problem... it doesn't concern me much. I am not looking to add a slew of new weapons, just replace the default weapons with higher quality/better weapon choices. As a result, all I need to do is animate the animations associated with the 9mm for example if I wanted to replace it with a Luger or something. I guess there is something awry with your importing process because I was able to import the skeleton, meshes, texture data, and skins modifier without a problem. I was also able to rig up the skeleton with a simple and intuitive controller system that does not change the hierarchy of the skeleton and changes the kinematics to IK (while preserving the hand orientation). This results in a easy to use skeleton and it shouldn't be harder than using my Source engine rig in regards to animation and posing. I have reasoned out this work flow for creating the animations: -Rig body and weapon skeleton -Attatch weapon to body gun bone, set up idle pose -For anims where only the body skeleton moves (idles, draw) I will hide the weapon skeleton and mesh, and export. -For anims where both move, I will hide export, unhide, and repeat vice versa. Ill post pictures of the rig in max when I get home.