@Harry: Thank you.
@teamhalo:
I use the bond1 version of KWexport. http://mjblosser.com/kw-x-port-for-3ds-max/
With these settings for animated stuff.
Now the GameGuru character shader requires a very clean mesh or it will distort it greatly.
To prevent this and clean up the mesh, I take my export from 3ds max and import it into fragmotion. There I directly re export the x file again, where I except the default settings.
After this the mesh comes into GameGuru flawlessly. That is unless I missed a vertices somewhere in the weighting stage.
I did not do the motion capture, as I dont have the scanner or the room to set up the stage. But there are 1000's of motion capture files on the web for free use in personal and commercial applications. Maximo, True bones, Berkly college, few other places also.
The reason I used BVH instead of FBX, was that BVH came in cleaner then FBX, and I did not have to fix the joint rotations.
But create the biped you need with the specs from above, and then bring in each BVH files in the motion capture panel.
After each one you bring in, save off the bip file for each of them.
Then in the mixer you can combine what you want and make a master biped file for use and reuse.
Bond1 shows how to do this in this video.
Do note, that you will spend some time in the curve editor when you create your first combined biped. Normally the hands have the most work as they get twisted easy in motion capture.
Be patient and save a lot.
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