Well, this is being more difficult than what i initially thought. I'm somewhat finished with my first project in terms of code and logic, so i started replacing the stock T3D art with my own. Unfortunately, it's being a nightmare! In the shape editor, everything is OK: the sequences are setup fine, the scale is correct ("correct" as in the same size of the original player), the bounds are set, the eyeNode/eye/camera bones are all set. It should be just a matter of replacing the art files in the datablocks. But that's not the case.
The first-person arms model is not appearing at all, or playing any sequence. As for the first-person weapon model, it's appearing, but in the wrong position and playing the old Ryder animations (that's why i'm assuming it's in a wrong position, because the model is being bound to another skeleton instead of mine). I don't see how it's possible to do that, however, because the model i have specified for my weapon in the datablock contains the same skeleton as my first-person arms one. They just differ on mesh data, the skeleton and animation are all the same.
Since it's not the first time i find hard-coded stuff in T3D, would anyone be interested in sharing the caveats, tips and tricks involved in replacing stock T3D art?