Ah, sorry, I see.
Alright, I suppose you do know EAI, right?

You know how his hands work, the folders generally look like this:
As you can see, the Hand texture is there. Reason being, is that the Hand is built into the gun model.
I'm no 3DS Max expert, but I believe you can import models, correct? When you have your gun model opened and textured (very important), import the Hand model. Texture the hand, and export the gun and hand as one.
There is no handbank needed.
Now, for additional Ply/Air stuff? Those are tricky, but worth it.
For Ply's mod, you have separate animations for dueling. Separate shooting, idle, reload, walk, select, and putaway animatiions. In the Gunspec file, you can edit the frames for them.
For Airmod, there are two ways to get Ironsights. One way is to insert values manually in the Gunspec file which lines up the HUD.x on the Player's camera. It is more simple, yet tedious.
The second way is to use animations. For instance, a zoomto animation, zoomfrom, zoom idle, zoom move, zoom start fire, zoom end fire, and zoom automatic fire for automatic guns. Getting the zooming to work as an animation is difficult, yet rewarding.
A typical 'additional' gunspec is setup like this:
zoomto =
zoomfrom =
zoom idle =
zoom move =
zoom start fire =
zoom automatic fire =
zoom end fire =
;zoomselect =
;zoomputaway =
dual_to =
dual_from =
dual_select =
dual_idle =
dual_move =
dual_start fire =
dual_automatic fire =
dual_end fire =
dual_reload =
dual_putaway =
;Ply's Mod Settings
candual = 1
That's basically advance airmod stuff. The manual values you put in (that do not use anims) look like this:
;recoil
recoily =
recoilyreturn =
recoilx =
recoilxreturn =
;run settings
runy =
runx =
runacc =
;gun lag
gunlagspeed =
gunlagxmax =
gunlagymax =
;misc
nofullreload =
soundstrength =
simplezoomspeed =
;sights
simplezoom =
simplezoommod =
zoomgunlagspeed =
zoomgunlagxmax =
zoomgunlagymax =
zoomrecoily =
zoomrecoilx =
simplezoomacc =
Any other questions?
I think that's what you meant, right?
Cheers
PwP