syntax is the closest to explaining what I was looking for. After the character has died and finished the death animation, the character Type is converted to a standard map entity Type, since it is just like another lifeless entity on the map at that point.
The original reason I was asking for this is because I wanted to do some mesh transformation stuff like MoveMesh, RotateMesh, etc. but that doesn't work properly on a boned mesh, since the bones are still affecting it.
In the end, I am using the final pose of the boned animation, but am not doing any mesh tranformation functions. Hopefully this will continue to satisfy my requirements.
The original reason I was asking for this is because I wanted to do some mesh transformation stuff like MoveMesh, RotateMesh, etc. but that doesn't work properly on a boned mesh, since the bones are still affecting it.
In the end, I am using the final pose of the boned animation, but am not doing any mesh tranformation functions. Hopefully this will continue to satisfy my requirements.