problem one....
A example.. i made shoulderpads and gave em joints.
its like this (and I'm soo making the names up ok?).. Body joint b1, pad joint p1 and padjointend p2.
Now when I want to move the pad up I would't wanna use p2 at first.. thinking its the end so i move that.. wrong.. cause then you order the joint to rotate around the point.
ALWAYS rotate joints on the p1 variable.. or better said... the origin.. Now it rotates cool. (so for the pad the joint close to the body, namely p1)
So I guess when you are moving joints you pic the wrong joints.. Sure we need those joints for the body but mostly not to animate it.
you getting this? if not I'll get SShots but I prefer not since mu space has limits.
vegeta to krillin.. yes... alot of anims are imcompatible with other models... I say aslong at the skeleton of the models are identical you can try.. I think thats not the case between veggie and krillin... you have to mkae the anim yaself.
if I'm wrong at the last statement someone tell em but i think i'm right.