   Animation management
  Hi guys! After reading this article:http://www.gamasutra.com/view/feature/3456/animation_blending_achieving_.phpI've found very interesting the idea of a tree used for animation blending.But here's the problem: acutally the structure of the animation and the skeletal represent a problem.Until now, I'm playing animations saved from 3d studio max with a custom exporter I wrote as a set of "tracks" divided per bone.The update of a model is done by simply call for every bone in the skeleton an update, that takes the track of the bone and interpolate using the time of the animation.In a case in which I want to blend two different animations, say one that runs and another that shoots, how can I handle the bones that are not AFFECTED by one of the animations?Also...how do you handle animations and skinning in your engines?Thanks!   
  Skip blending and use only the value from the animation that affects the bone?   