Well, I use 3ds max 6 and also use Deep Exploration 3.5. I got my samurai model all rigged with regular bones in max and didn't use any inverse kinematics because I heard they don't export well to .X. I have it all animated and all that good stuff in Max, but then when I export to anything, be it .X with the Pandasoft exporter or the official microsoft .X exporter, or .3ds, or .ase, or .obj, the skin modifier gets lost in translation and only the bones move while the mesh stays static.
I remedied this problem initially by opening the Max file directly in Deep Exploration and then exporting to .X from there, which worked well besides the fact that the animation appeared choppy and lost some keys here and there. But for some reason DE crashes every time I try to open my file now so thats out the window.
So what do I have to do to export to any of the above formats while keeping the skin modifier intact? I've tried every setting in the book on all the exporters...
Thanks!
Neeeeeeeewom!