I'll back up the b3d format, in part because on its own its a nice flexible formatr that gives quite a few nice surface and texture options through flags that don't require any coding on the artists part to implement.
Once you add B3d Pipeline to the mix you have a REALLY powerfull tool that not oly helps artists but takes a lot of tedious work from coders, some of the animated things being almost impossible to do in code and it all works through extensions that read data from child node position and rotation combined with name tags so that it shoudl run in almost any blitz compatible engine that supports the .B3D format.
Just incase your not familiar with B3D Pipeline check out:
http://www.onigirl.com/pipeline/
for a list of animation amd static features that it supports direct from 3dsmax custom blitz material type and native modeling and animation tools.
Once you add B3d Pipeline to the mix you have a REALLY powerfull tool that not oly helps artists but takes a lot of tedious work from coders, some of the animated things being almost impossible to do in code and it all works through extensions that read data from child node position and rotation combined with name tags so that it shoudl run in almost any blitz compatible engine that supports the .B3D format.
Just incase your not familiar with B3D Pipeline check out:
http://www.onigirl.com/pipeline/
for a list of animation amd static features that it supports direct from 3dsmax custom blitz material type and native modeling and animation tools.