Proof of concept of an automated editor utility that inserts the viewmodel hands mesh into the animation inspector preview window if no hands mesh is present
Allows us to still use the animation preview window once the hand mesh has been removed from the rig file
Uses some naming semantics to try and resolve what the actual mesh that should be displayed should be, this is probably where we'll feel some pain for this system
If the animation file ends in _anim it will check for a file ending in _rig, then fall back to looking for a file without the _anim suffix
So v_bow_anims.fbx will look for v_bow_rig.fbx, failing that it will look for v_bow.fbx
The preview window will then load that fbx and the hands model if needed, combine them and feed it into the preview window