Hi Gameboy,
The message to 'Remove Geometry from the bones layer' is due to the .LWO file rather than the .LWS scene.
The Deform .exe expects that you will have one layer for the deforming model. If you have more, these will need to be flattened to one layer before exporting to .B3D (This 1 layer limitation is only for deforming animation, you can use as many layers as you like in the 'Rigid' convertor, but bones deformation animation is not supported in the rigid one because it is, well rigid :)
In summary, you need to have all geometry in the first layer for bone deforming animation. The second layer can have either nothing or Skelegons in it.
The message to 'Remove Geometry from the bones layer' is due to the .LWO file rather than the .LWS scene.
The Deform .exe expects that you will have one layer for the deforming model. If you have more, these will need to be flattened to one layer before exporting to .B3D (This 1 layer limitation is only for deforming animation, you can use as many layers as you like in the 'Rigid' convertor, but bones deformation animation is not supported in the rigid one because it is, well rigid :)
In summary, you need to have all geometry in the first layer for bone deforming animation. The second layer can have either nothing or Skelegons in it.