Also remember there are different skeletons and animations you can use. The human male is VERY different than the Jugg Male. For my straw golem I used the human female skelly.
Sorry this took so long but at long last I've got a pack of skeletons that will export properly from Maya 7.0+ to UT3. positions and rotations included. grab it here if you want it.
Update. Added hands and did a quick skeleton and skin job to see how he's deforming. Added the bumb map just to break things up a bit, it's not going to be the final texture.
This the beginning of a human skeleton I am creating for a UDK custom Character. I am trying to get a good solid model, and rig it for udk. I am wanting to use this piece for my Junior Technical Artist Porfolio.
They have a good, medically scanned skeleton. They also have some interesting muscle maps that are great reference on the cheap. Its a great way for non-creatives and creatives to block out a character idea really quick too.
The gun should be attached to the character rig, not the animation track or the animation controllers (which is what you've got expanded in the outliner here). It may be possible that the skeleton is simply hidden in the 3d view; look around in the outliner more.
You probably missed skinning some specific vertices on your mesh to the skeleton, but at the same time, the files from the workshop website are sometimes bugged, so you may have to extract them from the in-game files.
Skyrim's werefolf looks like a simple combination of skeleton stretching and model swapping by way of some animated alphas. www.youtube.com/watch?v=UZh-hv_jfLY#t=12s Simple effect, but it does the job well enough.
Her shoulders and chest should be wider, her hips are also very low, look up a skeleton and it should make sense to you where and why that bump is created. Otherwise it's looking pretty good, keep it up ;)