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Why 3ds Max Needs a Joint-Based Skeleton System for Better Rigging Compatibility.

Why 3ds Max Needs a Joint-Based Skeleton System for Better Rigging Compatibility.

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Why 3ds Max Needs a Joint-Based Skeleton System for Better Rigging Compatibility.

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As 3D workflows become increasingly collaborative across different DCC tools, 3ds Max’s current bone (skeleton) system presents critical compatibility issues. To ensure seamless rigging and data exchange with tools like Maya, MotionBuilder, and Metahuman, a shift to a joint-based architecture is essential.

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