EDIT: John did you see this post?
Yes I did, but I didn't get to look at the animation until just now because the G3D viewer on my machine is being a pain, but I have it installed on this university computer so I'm looking at it now. It's an improvement over the one I made and it's plenty good enough to use, but there are still a few things I'd change about it. Namely, the torso seems a bit too stationary and the wings seems to fold strangely. Look at it from behind and you'll see what I mean. If you don't want to fix it yourself, I'll have a look at it eventually when I'm done with the Gargoyle... or we can leave it the way it is. It's good enough; I'm just a critic.
BTW John: What is a good frame count for a human animation? I know that you have probably done lots of work on this in the past, so you would know.
It depends on the animation. As a general rule, use as many frames as you need for it to look good, but no more. For Idle, you usually won't need more than two or three. For walking or attacking, feel free to use up to nine or so. While most machines can handle more than that, I'd like to keep DM fairly consistent with the rest of Magitech.
Also, how many bones should be in a humanoid skeleton? I am thinking 4 in legs + 4 in arms + 1 in torso + 1 head + 2 feet=12 bones? Is that good? And does the number of bones in the rig make a lot of difference in file size?
What Titi said about the file size is correct. The bones I normally use are head, neck, torso, lumbar (lower torso), and master, and then left and right shoulder, upper arm, forearm, hand, hip, thigh, knee, shin, foot, toe, and leg handle.
Try these two videos for (in my opinion) a pretty darn good guide on building a Glest-worthy humanoid armature:
In about 12 minutes, you'll be walked through how to completely build an armature from scratch, and there are plenty of annotations to make it easier to follow along.
Edit:
Gargoyle's done.
Get it
here (MediaFire link) or
here (FileFront link).