trust me, I tried importing bridges and characters with milkshape and it sometimes crash and sometimes import the groups but not the mesh.
the bipeds usually get converted to boxes and meshes, but most of the time they don't get imported at all.
while you can do animations in Milkshape, you can't export them to .nif.
the bones system is completely different.
That?s a point, we're not trying to import the stuff, but check for the exporting.
The bones system is different, but the fact is that is not relevant, depending on how the exporter handle them
BC animations barely include the objects, in fact they include only the name, pivot point and the scale, move and rotation keyframes. That?s why the bone hierarchy must emulate the ones at the bc bipeds.
It works with newer versions of nifs and other formats.
EDIT: if you want to get started with characters and bridges, get Gmax and the .nif plugin from NifTools. you can also get 3dstudio, but Gmax is free, and way easier to learn.
Milkshape should work when you need to handle ships and models that are not characters nor bridges.
Indeed gmax is like a mini 3dsmax, may be helpfull, but i'm not sure how it does handle bipeds.. last version i checked did not had bipeds at all.
EDIT2: just checked the site. I forgot about Blender, it's free too and has much more tools than Gmax. a bit harder to learn, but almost as powerful as 3DS.
Not as close as powerful as max, but it's fine, also need to be checked what it can do for nifs.
Limey: Add me at msn and i'll provide you a drawing of the biped bones, with the joint points and bone names during the weekend, so you can rebuild it at milkshape, using it's bones.