Bones & Max 5

Blitz3D Forums/Blitz3D Programming/Bones & Max 5

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Yet another bones post - Believe me I've looked through all of them and I cannot find the answer I'm looking for. That being said, here is my question:

I'm just trying to map some bones to a mesh, within 3dsmax 5. Then export them using pipeline to be used in Blitz3D. Problem is, I use the bones that come in max 5, or even the biped for that matter, and when exported the bones/biped show up as actual geometry! And any ties to the mesh they had in Max are now gone, and rather the bones are just animating by themselves. I tried using some Max 3 bones (the yellow ones that kind of look like old school omni lights) and that created an export error. I then tried a slew of different modifiers such as Skin, Physique, X Forms, and just plain ol meshes and dummies. Nothing worked; I get no animation in blitz.

I looked around and found a tutorial that suggests taking the model from Max and importing into Milkshape, then back out as a .b3d...but pardon me, I spent a pretty penny on Max 5 and I would like to use it exclusively, without having to haul the model from program to program (especially programs I don't know how to use and have no interest in learning).

Of course, any help would be greatly appreciated. I would love to know how to export these things from the perspective of Max, how do I connect the bones to the mesh, what kind of bones do I use etc.

Thanks!