The infantry bones are organized in a specific way. Study the track view to get an idea on how the hierarchy is setup:
In general, you start with a projected gravity point at ground level. This is what we call "the parent". From there, you work your way up to the head. This is in essence the "SPINE" or main tree. Then you branch out left and right for arms and legs. The " top" of the limbs bones needs to be attached to either the hipbones or shoulder bones (look up the correct names!!).
one exception is the parachute bone, that needs to be attached to the pelvis bone.
Unlike Tebrey and others, I have yet to make a new infantry, but my approach is not that of making a tutorial for direct in game use.
I'm preparing a technical documenting paper on the Generals infantry bones, but it is not finished yet. It will be ready in, let us say 2 weeks, depending on my amount of free time.
I might add that for your convenience, you might attach a dummy to the end of your IK chain. It makes it easier to animate, on condition you setup your movement constraints on your bones.
example of movement constraints = knees can only bend in one direction and are limited to around 140° to 160° in backward direction.
I hope, you'll quickly realize that making a good, natural working skeleton is going to be a considerable amount of work...and you haven't started animating yet...
