I have a question for you. You seem to be making great use of that mesh instance script. I haven't used it in a while and... uh... seem to have misplaced it somewhere on my hard drive... and I just don't have time right now to play with it...
I thought maybe you could do a test for me or just tell me... can the mesh instance script work on switch layers? I mean the vectors INSIDE a switch?
This could be wicked cool.
If the explanation below is too crazy confusing no problems... I would just like to know if a mesh instance works inside a switch layer.
Flipping a foot to face left or right, could be done with a switch layer (this would be a "simple" toggle not interpolated), however the "toe" bone would have to be on the switch layer. This is a pain in the arse having to switch to the switch layer all the time just to bend the toe of the foot.
My thought would be to have "reference" feet layers that are always hidden and never render. Their only purpose is for the mesh instance. These would be the point "masters" for the "real" feet inside the switch layers. There would be two for each foot, each facing in the opposite direction matching the layers in the switch layer.
In your master skeleton you would have two toe bones for each foot, one for pointing in either direction. You would have to use point binding for the two reference feet which isn't a problem.
Depending on which way the feet are pointing you would use the appropriate toe bone to bend that toe.
The points of the hidden "reference master" feet layers would move based on the toe bone in the master skeleton and send that motion to the instance, but you could still "flip" the feet using the switch layer.
Now, you have a foot pointing in the opposite direction in the switch. You would rotate the other toe bone to bend the alternate toe, but using the master skeleton instead of a bone in the foot switch layer because the instance is controlled by the "reference" foot.
<gasp> I hope this made sense. I see it working in my head... this would be WAY FREAKING COOL
(it could be used for all kinds of things, hands especially would be nice). It all hinges on a mesh instance working inside a switch layer.
If it doesn't I think it could be modified to do it. I look forward to your response. No rush.