Here's an interesting discovery in the .out files for Mewtwo (these are the uncompressed contents of the .fsys).
The only thing I can think of for these are vertex groups, but considering there's also listings for: 'mewtwo', 'origin' and 'center', maybe these are actually the bone names. I've listed all the ones I've found, starting with what is most used for a pelvis name, as well as their locations in the .out file so you can verify for yourselves:
1844C hips
1E9E4 tail1
1F758 tail2
20BDC tail3
22128 tail4
236FC tail5
24D10 tail6
26378 tail7
27A48 spine
2B00C neck
2D860 head
30F14 mouth
316D0 armR
34C94 foreR
367C0 hand_r
37C30 yubic_r
39008 yubia_r
3A38C yubib_r
3B650 armL
3EC14 foreL
41174 hand_l
42800 yubib_l
438C0 yubic_l
44A34 yubia_l
49268 upLegL
4C82C legL
4F0C8 footL
5268C toeL
5423C upLegR
57800 legR
5A714 footR
5DCD8 toeR
Note: I ran 'finger' through Google Translate to Japanese, and guess what it said... "yubi". Considering Mewtwo has 3 fingers on each hand, it's not too much to figure out from there.
I'm hoping that this a bones list instead of just vertex groups, though even having the vertex groups being exported would be useful. I figure at that point, we could at least build skeletons for them in Blender.
EDIT: Oh... my... god. Looking for similar names in pkx_448.fsys_0.out (Lucario's file), I've found labels that highly suggest there are joints (and thus 'bones') in the models:
1C2C8 left_arm_ikTarget
1DA20 right_arm_ikTarget
1F1A0 left_leg_ikTarget
21AF4 right_leg_ikTarget
Yes, you're seeing references to what I believe to be inverse kinematics. Unless I'm mistaken, these require joints to use.
The only thing I can think of for these are vertex groups, but considering there's also listings for: 'mewtwo', 'origin' and 'center', maybe these are actually the bone names. I've listed all the ones I've found, starting with what is most used for a pelvis name, as well as their locations in the .out file so you can verify for yourselves:
1844C hips
1E9E4 tail1
1F758 tail2
20BDC tail3
22128 tail4
236FC tail5
24D10 tail6
26378 tail7
27A48 spine
2B00C neck
2D860 head
30F14 mouth
316D0 armR
34C94 foreR
367C0 hand_r
37C30 yubic_r
39008 yubia_r
3A38C yubib_r
3B650 armL
3EC14 foreL
41174 hand_l
42800 yubib_l
438C0 yubic_l
44A34 yubia_l
49268 upLegL
4C82C legL
4F0C8 footL
5268C toeL
5423C upLegR
57800 legR
5A714 footR
5DCD8 toeR
Note: I ran 'finger' through Google Translate to Japanese, and guess what it said... "yubi". Considering Mewtwo has 3 fingers on each hand, it's not too much to figure out from there.
I'm hoping that this a bones list instead of just vertex groups, though even having the vertex groups being exported would be useful. I figure at that point, we could at least build skeletons for them in Blender.
EDIT: Oh... my... god. Looking for similar names in pkx_448.fsys_0.out (Lucario's file), I've found labels that highly suggest there are joints (and thus 'bones') in the models:
1C2C8 left_arm_ikTarget
1DA20 right_arm_ikTarget
1F1A0 left_leg_ikTarget
21AF4 right_leg_ikTarget
Yes, you're seeing references to what I believe to be inverse kinematics. Unless I'm mistaken, these require joints to use.