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ET Tags and what they are

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Thunder

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Tags are used to attach external models to a model. Attachment means
that the external models origin aligns itself with the models tag
location and orientation. As the external model is parented to the tag
(nested in tag space), any animation of the tag will also affect the
external model.
 
Domain specific scripts tell the engine which external models to attach
to a given tag. These scripts are either located in mapscript files
(attachtotag command) or .skin files. Sometimes they are also hard
coded.
 
An example use case is a hat model (defined separately) attached to a
head model. This way, characters can be assembled with different looks
without having to duplicate their model definitions. Tags therefore
support reuse.
 
Another example use case is that of a tank turret model attached to a
tank model. Instead of having a shooting animation (rotate turret left,
shoot, rotate turret right) be recorded as vertex positions across
several key-frames inside a single model, a tag can be used to control
the shooting animation of a separated model. This safes memory, as the
tags animation data most likely takes much less space compared to the
animation data of the tank turret inside a single model.
 
However, reuse and memory savings are traded against loss in
performance. Vertex positions of the external models have to be

recalculated against the current frame tags location and orientation.

source from acQu, thx mate

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