What are the differences between MW and OB humanoid NPC/PC skeleton structures? What actually should be "fixed" and what is "fixable"?
Game engines specific features like Havok, bone LODs, NonAccum, BSBound, BSXFlags nodes as well as auxiliary "bones" like magicNode, SideWeapon, Quiver, BackWeapon, Torch are out of discussion: MW engine will not "recognize" them.
Better, more realistic proportions (bone lengths). Well, formally this can be "fixed" but I suspect that it would be necessary to redo ALL skinned meshes and ALL animations. Hence, this is practically not doable. Moreover, IMHO MW skeleton proportions are not that bad.
"Extra" bones: 1. five fingers each with three joints (MW NPCs have three fingers with only two joints). That's nice but not crucial to my mind. 2. Twist bones: Bip01 L/R UpperArmTwist and Bip01 L/R ForearmTwist ? two twist bones per arm. Great feature, indeed! I would also add similar twist bones for legs. Max export of twist bones (I have no idea whether Blender supports twist bones animation) results in generation of two bone nodes per one twist bones (perhaps in OB these additional bones are Bip01 L/R Shoulder/Wrist Helpers, but I am not sure). It is necessary to check whether the second bone node is obligatory; two works fine in MW. 3. Second neck bone (Bip01 Neck ("spacer" bone for arms attachment) and Bip01 Neck1 (connection with the head), MW has only one neck bone that is not used for skinning) helps a lot during neck/head animations. 4. Custom (from mods) OB PC/NPC skeletons have also other numerous bones for wings, clothes, hair, "extra" tails, etc. In ideal case I would also add more spine bones (regular MW models use only Bip01 Spine2 bone for skinning that results in very bad torso bending/rotation, Bip01 Spine and Bip01 Spine1 are not used and badly usable in case skinned). "Extra" bones are significantly improving the "situation" but in order to implement them properly it would be necessary to reskin numerous meshes (body, armor, clothes) and recreate animations. Moreover, unlike OB MW bone names and number are hardcoded: there is no way to add real extra bones (few bones for NPCs can be borrowed from PC skeleton and tails, the later will result in a conflict with LizTail's Kit)
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In summary: from my point of view/experience MW skeleton can be modified, but this is reasonable/doable only for specific NPCs in compact projects ? global replacers have no future IMHO. Skeleton improvements alone are not sufficient: mesh, skin, animations, game engine should be also adjusted accordingly. Moreover, I am fine with BBs.
I would like not to hijack this topic, some proof pictures of the early version were criticized here:
http://www.gamesas.com/index.php?/topic/1073423-why-hasnt-anyone-made-a-new-body-model/page__st__40
Ooh, no! In Hexenfels I have used five variants of reshaped (not only briasts) BBs. I guess you are talking about Witch-Queen's bodyguards ? this was really an exaggerated request mesh that I decided to include in this mod when I realized that I was not able to create a "classical" serious horror mod atmosphere.