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  • Finished the base pipeline to bring MotionBuilder animations into Skyrim.
    Works with AMR root motion and MCO.

  • Wrote a guide so you can make MCO animations from any DCC (Maya/MoBu/etc.).
    No hard dependency on one blender special rig.

  • Released the first tool + rig.
    Weapons and shields aren’t included yet—I’ll add them and make the rig easier to use.

What I’m Thinking Now

1) OAR experiments and documentation

Goal: Measure what OAR can and cannot do, and turn that into a no-nonsense usage guide.

2) Equip the rig with a claymore and make it “ready to move”

Goal: Have a minimal, working setup for OAR tests and the annotation dictionary on real data.
What I’ll do: Check bones/sockets/grip positions, do quick hitbox checks.

3) Build an “MCO Annotations Dictionary” (as a blog post)

Goal: Create a shared language so the ‘clang!’ SFX always plays” works in one smooth chain.
What I’ll do: For each major tag, define purpose / trigger conditions / side effects in one line. Add short recipes showing how to hook up SFX, VFX, and camera.

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