Ok, looked at the file, all those dots are actually very tiny bones. If you select one and press ‘.’ on the numpad to zoom in on one (and change the armature display to octahedral) you can see them. I guess it doesn’t matter how long a bone is. Looking at the upper arm bone ‘bip_upperArm_L’ it’s just a tiny dot, but the relationship line extends down to the next bone in the arm, ‘bip_lowerArm_L’. So it doesn’t matter if you have small bones like this, or larger bones like most us blender users are used to seeing, they will still work the same. Small or big bone, they act the same, rotate the ‘bip_upperArm_L’ bone around, it’s children bones rotate along with it, and the mesh moves. But the size will matter when it comes time to work with this rig, like adding in ik constraints. Then the small size will just be confusing.
Not really sure what you’re end goal is here… If you want to animate this rig in blender, using blender’s IK & stuff like that, then it’d be a lot of work. And I mean a ton of work. If it were me doing this, I’d create an entire 2nd rig, a ‘normal’ blender rig. That would be a job in itself, because you’d have to locate each bone exactly where that rig’s bones are. You have to locate the upper arm bone’s root, of your new rig, at the root of that rig’s upper arm bone. Then the tip of your new bone would need to be positioned at the root of the lower arm bone. Hurts my brain just to think about all that work… Then there are a few other things to figure out, like why is there 2 forearm bones? I assume it’s for forearm twist, but it’s more work.
After creating a normal blender rig, you’d add all the ik stuff you want to the blender rig. Now you got an easy to animate blender rig, and use the game engine rig as a ‘shadow’ rig. You’d constrain all of it’s bones to match the animated bones of the blender rig. The game engine rig would now copy all the movement of the blender rig. Now you could animate the blender rig, and the game engine rig will follow along nicely, but it won’t have any animation data, because it’s only copying the blender rig. So for every key frame of the blender rig, you’d have to insert ‘visual’ key frames for all the bones in the game engine rig. More work…
Then how does this all work? You’ve imported a rig & character, can the importer bring in animation data as well? Import/export should be a 2 way street, if you can import that data into blender, then you should be able to export it back out… IDK…
So what game engine is this for? Maybe someone has already done this with blender before.
Randy