Stretchy Bones Converter

1 vote
Version: 
1.0
Date Updated: 
04/20/2018
Author Name: 
Custom Phase

Script for automating the process of getting 3dsMax's native stretchy bones into any game engine: creating a separate de-hierarchized bone structure that follows the motion of the base bone structure and automatically migrating skin weights on a mesh to those new bones.

USAGE:
Select the bones that you want to be affected with "Pick bones" button.
Select the affected mesh with a skin modifier with "Pick skinned object" button.
Press "Convert and reskin" button.

IMPORTANT:
Make sure to backup\not overwrite your scene save files, since the changes are non revertable.
For exporting you should use FBX format with "Bake Animations" option enabled.

Version Requirement: 
2008