- Currently all the animations use per frame keys because this is how they are generated in their raw form, this makes for a lot of data and editing work is a bit intensive, I'd like to eventually replace this with more f-curves that will interpolate the motions in the future once I've settled on what method/tools I will use for editing work. - Investigate using Epic Games ART tools in Maya/Blender for a future editing tool, I've removed the old puppet system I was working on because it is no longer accurate to the new format and it was not very easy to use. - Look into how to setup the model definition so that complex animations can be split into parts and loaded sequentially. For example, kneeling is the start of several actions like cultivating, digging with trowel, hammering on ground etc, we could shorten those animations if we called kneeling as its own animation sequence before blending into those actions. - Look into how to handle female specific animations. One approach is to use separate skeleton file, another is to provide unique tracks and provide a "fem" prefix to the name.