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But one way it could possibly be done, Artfunkle/Artfunkel/the author of the Blender Source Tools, would be I think to first import the mesh with its armature separate from the already existing armature, then loading the position and rotation data from the existing armature (like when importing an animation) and applying it to the new armature, then moving the mesh over to use the existing armature as skeleton, and deleting the new armature.
That would just cause problems when there's more than 1 armature already...
Well, it's a possibility, I think.
Lol! Well I thank you for your time in reading it and your input.
Hopefully Mr. "Artfunkle/Artfunkel/the author of the Blender Source Tools" can come up with something. It's kind of important that I get this working properly in Blender (3DS Max isn't appropriate). I'm availble if I can help in any way providing more info or test files.
Here is a zip file with the .smds and .blend file. I import "faceless_void_refrence.smd" first, followed by "facless_void_weapon_reference.smd", and then "run.smd". I also included another animation "flail.smd" as more test material.
Dropbox[www.dropbox.com]
These models are freshly extracted and decompiled from Dota2. I'm using Blender 2.68 and Blender Source Tools 2.1.0. Blender 2.70 has the same result.
Please let me know if I can provide anything else to help!
Thank you!