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If you take a look at the last screen shot above, it shows all the changes i made to achieve this in the construction set. To extend it to other races i believe you would just open up the race file and attach the animation file that is in the mod to whichever race you want.
I made this over 4 years ago and don't have it installed anymore so things might have changed.
If you didn't delete them before importing the new ones that might help.
No need to rename the mesh as you won't use it and that is what the skeleton will link to in the game. Maybe changing the mesh name did it?
The body mesh is always weighted to the skeleton when importing like I did in the video, I've never seen it not link to the mesh it is a imported with. :(
The template skeletons were syncronized with their bodies, but I couldn't apply the poses to them correctly. It's just the imported files that are not connected to eachother.
This is what I see:
https://i.imgur.com/9kTNJKp.jpg
Sorry~ I meant after you export the mesh with the skeleton and animations you will get two files, a skeleton which has the animations that you overrided and saved and also a mesh for each skeletion you export (you don't need the exported mesh).
In blender when you import the skeleton and mesh together like in the video, go to the bottom and put it in pose mode then hit A to select the entire skeleton (2:40). Then go to the right and find pose library and open then go through the list and find the idle_poses you would like to alter.(2:58)
After you select a pose from the pose library list on the right you need to hit the little life preserver icon (3:02ish) and then it will repair and add the pose to the window just to the left of that list. When you see the pose loaded in the little window select each one and then hit the little magnifying glass to the right (3:10) and it will put the skeleton and the mesh in that pose. From there it is altering the positions of each bone.