Quote: "With regards to the 3DSMAx vs Blender discussion, i think people are getting confused, GG is and always has been compatible with Blender, and every other modelling software, just because some source models were provided in 3DsMax format doesn't denote any kind of compatibility in any specific software, it's just that those models were made with 3DSMax ..."
No. There was no confusion on my part, at least. I was addressing the new Character Creator and Lee's comment that the source files for it were all .max files. Thus, in order to alter the Character Creator files or to make new content for Character Creator for GameGuru MAX, you would need access to the .max files and, to do that, you would need 3DS Max. People are going to want to use Character Creator and some are going to want to create new pieces for it (hats, other clothing, masks, glasses, etc., etc.) and in order to make that happen, they would need 3DS Max, according to what Lee has said. Because of this, I am suggesting that something be done to open that up so that anyone can make Character Creator models or pieces. To do that, Character Creator for GameGuru Max would need to either support a common file format (.fbx, .gltf, etc.) or support other programs than 3DS Max, with Blender being the obvious choice since it is free. Even if you don't use Blender, by providing .blend support, anyone could download the free Blender, import the .blend file, export to whatever format they need for their 3D modeler of choice, make changes there, and then go back to Blender for re-import into GameGuruMax's Character Creator.
Quote: "... just because some source models were provided in 3DsMax format doesn't denote any kind of compatibility in any specific software, it's just that those models were made with 3DSMax ..."
That is not necessarily correct. If the Character Creator parts were created in 3DS Max AND saved as .max files, then the only place they can be opened is in 3DS Max. .max is a proprietary file format. Even those pieces of software that can "convert" .max files require you to have 3DS Max installed in order to do their magic. So, if the end-user cannot access Character Creator files in a format that is accessible to them and can be imported into their modeler of choice, then we cannot make our own Character Creator parts. On the other hand, if Lee can get the models/animations exported to a standard format that most/all modelers can import (.fbx, etc.) then anyone can make their own parts for Character Creator ... provided there is a way for us to get them into Character Creator (i.e. which file format would it accept?).