I have been fiddling with this model's knee area for a few hours here. It seems no matter how I set up the bone weights in Max where it looks like how I want it, 3DGS ignores the weighting. There are only two bones affecting the verts in question, but even so I set the engine to use max_bones=4.

Here is how the knee looks in the engine. You can see how the verts on the back bottom of the thigh are poking through the knee. It's worse looking in the engine than my screen shot can actually show. :



Here it is in 3DSMax 2009. I have all the verts in that area set to smoothly deform as the knee bends. :



Here you can see that I've got max_bones set to 4:



I'm exporting as FBX and I've tried doing it as editable poly, editable mesh, baked animations, non-baked animations, and with Physique instead of Skin. Nothing seems to work; the engine appears to be arbitrarily deciding weights for the verts that aren't at all close to what I have set in Max.

Am I doing something wrong?

Thanks!
Jak