Stretchy Bones Converter

Stretchy Bones Converter Version:1.0

Date Updated:04/20/2018
Author Name:Custom Phase

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:
Make sure to backup\not overwrite your scene save files, since the changes are non revertable.
For exporting you should use FBX format with «Bake Animations» option enabled.