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: