A model can be exported as a character only when it is weighted to at least a single Bone using the Skin modifier.
It is highly recommended you are using a skinning method which is Quaternion, this creates a more accurate deformation around joints.
When exporting a character, make sure that you select the .chr export option in the exporter settings.
This is necessary to ensure that the character will be displayed correctly and that all the physical attributes behave correctly.
The material of a character underlies the usual restrictions of the material system.
By default, the in game model will look for an .mtl (material file) with the same name as the material that it got assigned in 3ds Max. It should have the same name as the model to make it easier to identify.
Refer to the for more information.
The same material displayed in the Sandbox Material Editor:
For a detailed description, refer to the Ragdoll reference document.
For a detailed description, refer to the tutorial.
Once you have exported your base character you will want to refer to the for more information.
Although this is not necessary, it allows you to modify and vary the characters and in most cases it is used to have the same base skeleton with attached animations for many characters that have alternating attachments for variation. An attachment-based system usually contains an empty (no draw) .chr, including a physicalized skeleton which becomes the base skeleton for many other characters. Onto this skeleton-model, various other .chr or .cgf files (potentially with a different set of materials) can be attached as desired and saved as a .cdf file.
It is also possible to create a character whose parts are 100% exchangeable. For the base character, you can use a simple object like a box, which should have a no draw material assigned. This will make sure that you won't have to deal with any visual glitches later in the game. This model contains the skeleton and all the necessary information.
All other parts can now be attached to this model using the Character Editor.
Morphs are stored as sparse morphs. This means that only the distance of the actual, different vertices will be stored. This saves a lot of memory. A side effect can be that the *.max files can become quite large (150MB), while the *.chr file, including all these morphs, stays small (1.3MB). The file size heavily depends on the vertex count and the amount of morphs you use.
When you create morphs, you have to ensure that the base mesh and all the morphs:
For exporting morphs, you only need to add a morph modifier onto the model, and then add all the morphs into its list.
A character equipped with morphs exports like every other character.
This value is very important.
By default, 3ds Max displays only 2 decimal points (0.01). If you want to see what you set up, in 3ds Max, go to Customize > Preferences > Spinners > Precision and raise the decimal count.
This value will set the spinner accuracy.
You can export multiple meshes at once; just add them in the Object Export list box.
In order to see the base pivot, click ShowBase in the Debug Options (this is highlighted with a red box in the screenshots below.
Notice how the character faces positive Y in the Character Editor. It's extremely important that your exported .chr is like this (irrespective of the DCC you used to create the character).
Notice how the character faces the negative Y axis. This is wrong.