Quote: "So then If I place a character in the same sean, and this character has its own animations, would I still then be able to use this one object with its limbs? if so then all we need to do is create whole levels with our character where we want him,our enemys where we want them,and then code each linb for events?"
Talking from a general standpoint; since I do not use MilkShape3d; I would say that your limbs can do most of what objects themselves can do. With enhanced animations, I believe you can animate limbs. Matrix1 also fills in alot of the holes in-terms of limb operations.
The only reason I avoid using limbs for major entities like characters and doors; is that certain plugins do not work with limbs; and limb expressions such as Limb Position XYZ and similar, are not as fast as object expressions. If you needed to operate on the level; your operations will affect all of the entities inside of it, unless an option is provided to skip child limbs.
It is down to how you organize your entity management system; but for me, I like to treat entities that depend upon another entity, as limbs; and entities that do not depend on anything, as objects.
If you wanted to convert limbs to objects; or back again, you can do so according to the name of the limb; or according to what parent limb they have; anything you can use in a conditional expression really. Limb names do not need to be used as just names.
Limbs can also contain references to properties; or can literally contain properties in the name. So a light bulb could contain a property such as -Light. Using string search, one could create a light at the position of the limb. The same applies to Physics, AI and Cameras; all of these things can be created at the location of certain limbs.
Finally, you can also place inner maps at the location of a limb; so you could produce rooms as seperate files, and place them at doors. When in the room; the outer map can be excluded whilst the character cannot see outside.
Things like this are handy because there is no need to explain much to the computer; just load it at the position of the limb.