Unity Multiplayer - Animations - mesh subobject movements conveyed

How are animations conveyed across Unity multiuser? Are submesh rotations/transforms conveyed? If I had a rigged character with arms, wrists, legs, feet etc how would changing the submesh transforms look on other multiuser clients? Would it be a local change, or would all connected players see it?

As I’ve recently found out, using networkview on correctly connected multiplayer environment characters will automatically convey their transforms, but not their animations.

As a matter of fact animations are local changes, and you need to synchronize them. There seem to be a few methods of doing this, and unfortunately I myself am still trying to find the most indicated based on each situation (most common method so far is using RPC remote procedure calls)

If anything, you can start from here
http://unity3d.com/support/documentation/Components/net-StateSynchronization.html
and here
http://forum.unity3d.com/threads/79993-Bootcamp-Multiplayer-Demo