One of the guys used Inverse Kinematics in his animation. But since I don't know how to handle that, we looked for a way to convert IK back to FK animations.
This should be goal, the IK influences should be baked to the FK bones. Further on, most IK bones, bones which do not deform the mesh, should be ignored.
- No FK data (no "eSkeleton" nodes to be found)
- A half animated model. Some of the joints seemed ok, others didn't move at all
- A HUGE (500+ MB) file containing, well, I dunno. Lot's of keyframes or something. Couldn't process it
You should double check the skeleton. It should contain a clear hierachy of deform bones with a single root. Did your college use eg. "bridges", bones which do not deform your mesh and are potentially ignored therefor, but are parent to other deform bones ? He should make some simple test animations like a deforming cylinder (using IKs etc.), export this and give it to you for importing it into the game.
A good rule of thumb:
Make a layered skeleton, first layer are all deforming bones, the bones which are important for the game engine. These should define a clear hierachy including a single root bone. The second layer are control bones which are conntect to the first layer by constraints. The second layer is often the only layer which got animated by the artist, it drives the first layer. Just ensure, that the first layer contains all the (FK) transformations (bake animation before/while exporting).