Quote: 1-Can I export an armature and animations to another model? Because FG did this with the brute, right? If not, if I re-named all the armature bones as same as a grunt and I linked the animations to them, would the animations work?
If the two models have the exact same amount of bones and all bones are also named the same, it should theoretically work.
Quote: 2-Also, how does the HPL engine link the attack animations with the actual attack? Just curiosity
No idea.
Quote: 3-This is blender thing: How can I save animations? I've made a very simple animation for a cube and I would like to know how to save it. Does it have something to see with the "Bake"? Also, how do I link an armature to a model?
There is usually no need to save animations separately. If you export a blender file with an animated model in it as .dae (for hpl) the animation will be included in that file. (You might have to check the respective box in the export dialogue) Hpl requires two files though, one with the rigged model and one with the animated model, the latter one renamed to .dae_anim if I remember correctly.
In the rare case that you really need to save the animation separately (like, if you wanted to transfer it to another rig with the same bone names inside of Blender), there might be something equivalent to Mayas .anim export... I've never used Blender though, so I don't know if thats included by default. You might need to download a plugin for that or something.
Baking usually means simply that the program will go through the animation and put a key on every frame for every bone. This can help to avoid issues with the animation when exporting and can also be used to convert physical simulations into animations that are usable in game engines.
Lastly, models are bound to bone hierarchies (I assume thats what you mean with armatures...Blenders naming conventions sure are weird!
) by skinning them. Search for an option called "bind", "smooth bind" or "skin"... once again I don't know what its called exactly in Blender, sorry :/ .