mesh error when using multiple models with the same animation

I’ve been given a set of models with identical rigging structure (they use a 3DS max biped), the object hierarchy for each model is identical, the only thing that differs is the mesh that’s attached to it.

The joints are all named the same (Bip01 Spine, etc), however the mesh for each is named differently (eg m05hipoly/m06hipoly, etc).

Other questions seem to suggest that it should be possible to use an animation built in 3DS max and imported in one model with any of the others, however when I’ve tried this the mesh itself dissappears in game mode leaving a couple of artifacts attached to the skeleton outline in scene view.

This would be useful to have and would save me a lot of time if it’s possible, does anyone have any ideas?

Thanks.

This should definitely work, unless there are some differences between your skeletons/meshes (check that you have the same import scale on all files; maybe there are some other differences?). Can you play your animation at least on one model?