mm. well that's probably because I have no idea how it works normally. If not vertex weights, then what? all I'm saying is you should be able to use vertex weights, although it is probably not the standard method. My idea is to have, say, 4 weights per vertex. 2 for the original bones, and 2 for the copy. then, you can have the seperate sets of bones going through different animations. Actually, I just realised it wouldn't work anyway, unlee you were animating the second set yourself :/. Which would work fine btw if you were only doing physics. Okay, how bout this feature request: More UV sets!!!