Skin And Bones Function

Some of you have already seen this video before but there was one thing that came up as I was listening closely to the video.
mms://70.85.182.98/airsidetv/fs10feature.wmv
About 10 minutes into the video [when they talk about the glider] the speaker in the video mention that the skin-and-bones function is involved with the flex wings.
I have modeled human figures in Gmax before and have animated them using the skin-and-bones function using inverse kinetics just for the heck of it. For those of you who have created addons with wingflexing, you should know by now that FS9 doesn't support this feature especially for wingflexing and that the only way to achieve wingflexing in FS9 is to simply animate the wings in the same manner as any other object in Gmax or FSDS. But now that the speaker in the video mentions it in regards to the wingflex, I am beginning to wonder if the tow feature is involved with this as well. How this feature can be further exploited for future addons is also on my mind.
mms://70.85.182.98/airsidetv/fs10feature.wmv
About 10 minutes into the video [when they talk about the glider] the speaker in the video mention that the skin-and-bones function is involved with the flex wings.
I have modeled human figures in Gmax before and have animated them using the skin-and-bones function using inverse kinetics just for the heck of it. For those of you who have created addons with wingflexing, you should know by now that FS9 doesn't support this feature especially for wingflexing and that the only way to achieve wingflexing in FS9 is to simply animate the wings in the same manner as any other object in Gmax or FSDS. But now that the speaker in the video mentions it in regards to the wingflex, I am beginning to wonder if the tow feature is involved with this as well. How this feature can be further exploited for future addons is also on my mind.