Raft, I sent you and Egon a screenshot of my Max exporter. My format, which comes out of 3ds max fully JSON-serialized, comes with three types of animation: vertex animation for expressions, skin animation, and a third kind, which is vertex animations in place of skin animations. Now there's two reasons for the third kind: no need for a bone structure should I use the format in other platforms and, more urgently, because although I can import a model whose joints distort it intuitively, I have never been able to play a skin animation either in Bones or in Blender (or, for that matter, in a Java port of Animadead which I made). The only thing I'm exporting, having tried everything else, are the euler angles per joint per animation frame. I'm convinced that that's enough, but I can't get it to work. The weights all appear to be the same as they are in Max. I would like your help in fixing this (there's really no other reasonable way to export skinned models out of Max and into Bones anymore now that OgreMax is dead).