Skin Export

Skin Export

BonesPro → Skin Export

BonesPro provides a one-click conversion between BonesPro skinning and the native Skin modifier in 3ds Max. BonesPro The Idea This is especially useful for:

  • exporting rigged and animated assets to other software (e.g. Blender, Maya)
  • preparing assets for game engines such as Unreal Engine or Unity (via FBX)
  • integrating BonesPro into existing production pipelines

Important Preparation

Before converting between BonesPro and Skin, make sure:

  • The character is in its initial setup pose (usually a T-pose)
  • The timeline is set to the starting frame (commonly frame 0)
    ⚠️
    Conversion will not work correctly if performed during animation.
    The Skin converter requires the original bind pose to generate accurate results.

Skin Export

Skin Export creates a new Skin modifier on top of the modifier stack and transfers the current BonesPro deformation data to it.

After exporting, you may need to refresh the modifier stack, as 3ds Max does not always update it in real time. Once refreshed, the original BonesPro modifier will appear hidden and inactive.

It remains in the stack so you can return to it later, adjust settings, and export again if needed. If no further changes are required, you can safely delete it.

⚠️
MetaBones, ParaBones, and BoneJiggler effects are not exported, as the standard Skin modifier does not support these features.

Skin Import

If you want to convert an existing Skin modifier setup into BonesPro, use Skin Import.

Before importing, follow the same preparation steps as for export:

  • Go to the initial frame (usually frame 0)
  • Make sure the character is in the original T-pose / bind pose

Skin Import retrieves the deformation data from the topmost Skin modifier in the stack and applies it to the BonesPro modifier.

This ensures that the deformation data is transferred correctly.