Stretchy Bones Converter
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.
Based on this tutorial: http://eliasveskot.blogspot.com/2015/10/tutorial-how-to-export-stretchy-...