Fox Engine Tool - We have bones!
Chico says hi!

Bones
Kojima productions seems to store bone data like so:
[DebuggerDisplay("idx = {idx} name = {name}")]
public class foxBone
{
public int16 idx; //name of string also
public int16 parent;
public Vector4 bonePos;
public Quaternion boneRot;
};
Now I don’t exactly know whats going on here because my first attempt didn’t work using that quaternion so I re-wrote my matrix class in C# which was originally written in VB.NET and ancient as hell.

I ended up zeroing out the bone rotations (for now) since I have no clue what format they are storing the quat in.
After messing around with bones with the help of chrrox and jayk I was able to get skinning working and exported to SMD.