As far as I know, many games use different models for first person and third person views.
In a first person view there, you would make sure your arms + weapon meshes are aligned with the forward (view) axis, even when playing animations (if you need to be able to shoot during those animations)
EDIT: This is the way that Source games work (just to name something): Bullets always go to the middle of the screen (with some randomness), so the animated weapon will always be somewhat pointing in the same direction
Esenthel uses the same models, but the principle is still the same; so try with custom animations.
Secondly, but I've never done this, you can also control animation/skeletons through code. This might not be useful to you, but if I ever want ironsights, I'd like to have some random swaying which I can easily increase/decrease (and have the bullet fire along the proper vector too).
You could place an OrientP in the skeleton editor (in front of the barrel), and fire the bullet from that point along the Z axis of that point. You'll still need decent animations then, or you'll be firing all over the place.
EDIT: If I'm not mistaken, this is how Red Orchestra 2 does it, you fire from your actual weapon, not the middle of the screen.