Quote: "Thank you, I'll watch when I get home"
I noticed that you spontaneously marked my post as "the answer".
However I may guess that you'll stay hungry after having watched my video.
In that video there are a few unexplained steps of my workflow :
First step : I used the Blender's template created by the artist 'bond1'. Link to his thread : https://forum.game-guru.com/thread/224123
Second step : I imported the FBX file generated by Blender, then I extracted the bones structure from that avatar (the untextured male one) and I exported it in .xml format (that is a very useful feature of my modeler MetaSequoia 4EX).
Third step : I started a new empty project in that modeler and I imported that saved bones structure created by Bond1.
Fourth step : I created a mesh consisting of assembled primitives the shape of which encapsulated the whole imported bones structure.
Fifth step : I applied an automatic skinning with the setting 'dual quaternion' for a nice amplitude of the mesh deformations according to the bones rotations.
Here is a screenshot showing a new simplified version of that mesh :
Sixth step : I exported that static rigged mesh in FBX format.
Knowing that the GG MAX importer is asking for a rigged animated mesh to allow the addition of new animations slots, I decided to create a fake animation with the free software 'akeytsu'.
Afther that as shown in the video, I imported that 'animated' FBX character in GG MAX and I applied the animation of the character 'Billy Joe' found in the default assets pack ( files/entities/characters) as shown in this second screencapture.
The next steps would be :
- texturing that character according to its uv maps.
- importing again that newly created character in its .DBO format to split its whole animation into slots corresponding to the one found in the .DBO file relative to the copied animations of 'Billy Joe'.
The main difficulty for the artists who want to create new characters could be explained by the fact that GG MAX has a special organization to store the parameters and settings of the rigged animated avatars.
- the materials names, the bones hierarchy and the whole animation are stored in the .DBO file.
- this one also contains an index of the animation's slots.
- the .FPE file contains the settings of the textures and the links to the location where they are saved.
- that .FPE file also contains many informations that are read by the Asset Properties Editor of GameGuru MAX.
- some informations relative to the character's animation are also included in the .BYC files.
About those enigmatic .BYC files, the programmer 'smallg' published a very interesting topic ( 2023-April-4th) in his huge thread relative to his collection of scripts for GG MAX. Link to it : https://forum.game-guru.com/thread/223461