Hi, I am going through Part 2 and I have a couple of observations.
First, a slight change to the details:
1. After importing a Collada file from MH, the meshes and armature are lying down. Grab All with A and rotate with R, X, 90, return. Next go into top view and move the whole thing so that the longest fingertip is on the X line.
2. But just grabbing all and rotating is not enough: Select only the mesh and Apply the rotation with
CTRL A, 1. Do the same with the Armature.
3. Now carry on, parting the mesh with P
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Question:
After applying the rotation to the armature as above I noticed that some of the bones have rotated.
This is what it looks like:

Hopefully it won't mess up the animation later, but it does seem odd that the leg bones and shoulder bones havde rotated on their axes.
Has anyone else seen this happen? Will it mess up animating? If so, what can I do about it?
Observation/question:
When I ALT- j to join all the tris to quads the result is not 100 percent consistent in left- right symmetry

How much of an effect will this have on animating the mesh later? Should I delete the bad half and mirror or is it not necessary?