Been looking into the zmd skeleton for the player...thinking of playing around today and adding a few animation bones to the male.zmd skeleton and overlapping a few wing movement key frames into the idle motion...see if can get the wings to animate on the player...will share results if successful.
Concluded this to be a waste of effort considering you would have to rewrite every existing Avatar motion once the Male skeleton is modified.
But this is interesting and not a complete waste of time if we would like to change NPC or rather Monster skeletons and modify their Motion files to create new Mob animations, ( ie: add a new monster model or modify an already existing monster model, add a (weight) Skin Modifier to an already existing mobs skeleton and motion files !) This isn't an exhausting effort since they basically only have 5-10 motion files applied in the .chr table file. So if you are interested in the future to create or modify existing NPC zmo motion files.. This is a workable process and can be applied to NPC mobs.
Oringinal Post
So yeah got the new bones into the zmd.....
There's a process to adding the order of the zmo zms and zmd...took hours to work out...seems that you can add new bones and even overwrite ( actually save the newly added bone coordinates to and existing animation)
But as you see here I was able to add sample motion...but it's a super huge job retasking all the new skeleton to all the existing animations..you would actually have to rewrite every Avatar animation.
Within adding the new bones to the rig .. you have to add a skin modifier to the (mystery wing) which is another totally new issue..since while you use a sample wing as in this case the Astarot, when you overwrite the animation the (wing_bones I created) are all specific to the model (wing) used to create the xyz coordinates saved to the animation. If you don't understand, make a .smd conversion of a .zmo animation. Scroll down the .smd and below the skeleton and times are the specific coordinates logged for the appropriate zms model. So long winded as this explanation may seem It turns out it is possible
Would instead go to the effort to create NPC's or rather MOUNTS..you can add a player ride animation as kind of Flying motion (Superman zmo from Jrose) and then for the Mount in the .CHR the appropriate motions for idle, walk, run, etc. and use the pelvis bone as the attachment point. So Flapping moving wings more likely as a mount. On our server we plan to try this with a few animated wings from WoW which have several motion files and see if we can get one working as a mount