The nulls will convert to bones based on the position and orientation of the original “Biped” skeleton in created in Max. Hey! Why’s the skeleton so small? Actually it’s the model in the scene that’s too big, time for some magic.
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Step 10:
Delete the oversized character model.
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Step 11:
Select the “Converted Bones” object and “Replace” it with your imported model that was saved in the “Object Directory” when you imported the scene with LW’s FBX import plugin.
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Step 12:
Shazam! Theirs the real model that you exported to Max and back again. It should have all the weight maps, endomorphs, and textures, etc., whatever you may have had on your original model.
Activate all bones and save the scene as “LW Master Scene”, this will be your default scene that you will apply animation to with LW’s Motion Mixer.