Step 1
Load your polygon character model into LW's layout. Create a null titled "FBX_Root”. Parent you're character model to the "FBX_Root” null.
Step 2
Export the scene using the
LW FBX Exporter 6.0.2 which you can download with this link
Step 3
Import the new "LW FBX” scene into Max using its
FBX Importer tool. Make sure "Root Node Scale” and "Root Node Rotate” are turned "On”. (Hit "Continue” if a "Bind Pose” error occurs).
Step 4
In Max create a "Biped” and "Physique” the character as usual. Save the scene with the character in its default pose. Title the scene "Master” as this will be the master scene from which all animation will later be exported.