Link actions into my game from other files

Hi,
I’ve made a very simple character animation (walk cycle), stored it into an action and saved it in its own blend file. I’ve also created a group out of the mesh to link/append in my other files.

Then I go to my main scene (another blender file) and try to link the group so as to make my animation accessible in there. A few weird things happen.

#1. While I can instance the character via the group and I can see it in the viewport, the character is not visible when playing the game. I’ve tried different shading modes and almost everything I could think of to no avail. Character won’t appear at all. The funny thing is that rendering the scene from the active camera will also not show the character!!! It’s as if it’s not there really. I understand that it’s an empty but is this how it’s supposed to work?

#2. After lots of testing, the only way I could get the character to show up is to make a proxy of it. The proxy, however, appears to be a different object from the empty. Again, is this how it’s supposed to work?

#3. Even though I can get the proxy_char to move (i.e. play back the animation recorded in the walk cycle action from the timeline/dopesheet), I’m unable to play the animation back through an action via the logic editor. I tried to use the object mesh to play the action and it didn’t work. Then I tried the armature and even the rig itself; both failed to play the action back.

I’ve got a nasty feeling that I’m missing something woefully obvious. What am I doing wrong?
What’s the workflow for such a task? How’s one supposed to make a group, what should there be in that group, how’s one supposed to link the group into another blend file and, most importantly, how the heck are the actions playable in the BGE? Can’t the mesh itself be used to trigger the action?

Any tips and or pointers to relevant sources wil be greatly appreciated.

Monster I’d already checked your guide when I posted this and, while being very helpful, it didn’t solve my problem.
Actually I don’t really know what solved my problem: I’m using latest trunk which I build on a daily basis so a combination of using a newer version and starting from scratch in a new file magically resolved object appearance issues. So I didn’t even look back.

Regarding actions, I’ve more or less figured out how they work when linked. I have a humanoid in a lib file which I link as an object, and it automatically links its rig and animations stored in a couple of actions too. Once I realized that everything was more predictable. At first I was only linking the armature/rig as a group and not the object itself.

LibLoad support action

http://www.blender.org/documentation/blender_python_api_2_64a_release/bge.logic.html?highlight=libload#bge.logic.LibLoad

Do you have demo files to to look at the problem. I saw there is another thread with a similar issue (missing linked character in BGE).