Hi...
It's a bit more complicated than that...
In 3dsMas you use what they call a "Biped" for the bone structure.
The cool thing about their Biped is that when you export to an .fbx file
Then you can import the .fbx file into MED. (The .fbx file is the entire model and its animation.)
So, it comes into MED just as you had it in 3dsMax...
Ok then...
Lets say you have a model that you like in MED... You would export it as an .fbx file.
Then you fire up Max and import it from the .fbx file...
Then you create the Biped and attach it to your model...
Now... lets say you already downloaded a bunch of MOCAP files...
Well, you use the Max Motion Mixer utility to attach all the Mocap files to the Biped.
Then lastly you export the model as an .fbx so you can import back into MED...
Once you got that far you then need to change the frame names to work with your code base....
Get it???
Ok.... That sounds pretty simple but it's really a bitch...
Figuring all that out has taken me a frickin' long ass time...
And it's been a couple a months since I finally got it all figured out...
But... the final outcome is awesome...
One thing.... getting the Mocap file to work right is tough too...
Each file needs to loop for nice game play... and they all need to go in one direction...
Most Mocap files got their bipeds going in all diferent directions...
All in all, I'd say it takes better than a year to figure it all out...
The bummer is that manualy animating is way out dated and the final outcome looks way un-real...
Anyways...
Good Luck...