Hi r-marci,
Actually, the .mesh file doesn't contain bones, only bone strings, text
names for the bones. The bones (or joints) are in the animation files.
The way GrumpyOldMan's converter (and mine) deal with this is we
read an extra file containing the standard skeleton for human models
(and other files for mounts or siege engines). This rigs the skeleton in
Milkshape. I have seen some people report that the fbx export from
Milkshape makes a binary file (in fbx format) that 3dsmax can read and
it has the bones in it, although there are some display problems.
I haven't kept up with this discussion but it might be something you
can try. You can export fbx from 3dsmax and then use Milkshape
to read it. Then use GrumpyOldMan's converter to finally go back to
a mesh file.
Best of luck

,
KE
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