A major aspect of Okino's PolyTrans software in the DCC market segment is our conversion of animation, skeletons (bones) and mesh skinning. We have much experience in this area of DCC based conversions and some of our internal FAQs are listed below.
Bones need to be "skin associated" with mesh data. The customer file in question had bones in Maya being used only for IK. The bones were not attached to any meshes for skinning. Lightwave uses bones as children of mesh objects as their deformations. - Updated: October 19, 2007
This is all due to perception. In the customer's case, it was due to 3DS MAX's clunky "fins and bones" visualizations. You just need to disable the fins or reduce their size and they will look at the same as in Maya (note: this was a one off customer case). - Updated: October 19, 2007
Make the PolyTrans-for-MAX utility panel visible then press the "Export Options" button. Click on the "Animation" tab. Now enable the "Use keyframe resampling mode for all animation". This will ensure that all procedural animation, constrained animations, or any non-exportable keyframe controllers will be properly resampled prior to export. - Updated: October 19, 2007
This is where we've spent a decade or more developing this dedicated bidirectional solution. Please refer to the "PolyTrans Plug-Ins Super Installer". You need to install PolyTrans-for-MAX into 3DS MAX then PolyTrans-for-Maya into Maya. After that point you just need to exchange Okino .bdf files between these two programs.
Do not use .3ds files or FBX files. The best and highest quality conversions, including proper processing of the animation/skeleton/skinning data, will come from using the Okino .bdf file format. - Updated: October 19, 2007
Make sure you enale the "Skinning" checkbox and all the animation check boxes on the "Import Options" and "Export Options" panels of the PolyTrans-for-MAX and PolyTrans-for-Maya plug-in system pop-up panel. - Updated: October 19, 2007