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Use of 3ds max for skinning

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My question relates to the use of packages like 3ds Max and Maya in the game industry - in particular, their use for character animation. I presume that with 3ds max designers will use the skin modifier attached to an editable mesh. They will then export the skinned mesh in some suitable format for the game engine.

The thing is that I want to develop a plugin for max that modifies the topology of a skinned mesh and some of the skinning weights. However, if games developers are using custom exporters from max, they would not be able to make use of this plugin without rewriting their exporter.

Could someone please confirm the above or let me know if I am mistaken in some way...

Many thanks


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