Important:
==========
Make sure DFFin_Fn.mse and DFFout_Fn.mse are in your 
scripts/GTA_Tools folder!
Or you have to edit the line in DFF_IO_3b.ms to suit your need!

if DFFinInfo == undefined then fileIn (scriptspath+"\\GTA_Tools\\DFFin_Fn.mse") quiet:true 
                                                      ^^^^^^^^^
if DFFoutInfo == undefined then fileIn (scriptspath+"\\GTA_Tools\\DFFout_Fn.mse") quiet:true
                                                       ^^^^^^^^^
To run the script, goto Max->utility tab->Maxscript->run script
select DFF_IO_3b.ms to run, a new GUI will popup.

From now on, you can use my DFFin and DFFout functions in your own script
if you want! For more info. see GTA_IO_21b.ms.


News(0.43b):
===========
-Sometime it can read back the .dff exported from itself! ^_^! Fixed
-Bones should show up after import
-Other minor bug fix

0.42b
- Solve Max5~7 display problem with bones/skin import.
0.41b
- Add Skin Vertices check, so make sure every vertex is influence by bones  
0.4b
- Bones/Skin Import/Export is supported
- Added new GUI to make dummies/bones controlled easily
- Bug fix while using standard material will only show up 1 face
- Bug fix while Scale & Rotation of 'Root' object were not correct

0.3b
- Bones/Skin Import is supported (not yet for Export)
- Internal bug fix while import some models crash
- GUI changed. Import/Export are separated

- Nothing News in 0.23b, just internal bug fix!


How to import Bones/skin character
==================================
a. Auto Skin:
	- Check the little 'A' button on the LEFT of 'Skin the Character'
	- press the 'Import DFF' button and select dff
	- Wait for a LONG time (Nothing will show up)
	- Done!

b. Manual Skin:
	- import a character dff
	- select the character mesh
	- add SKIN modifier to it
	- add bones to the skin modifier (Bones order must be the same in the DFF) 
	- press the 'Skin the Character' button
	- wait for the progress bar finished
	- Done

**Since the bones order must be the same in the DFF, users are difficult to know
  unless you know the dff file very well!
  So there are two buttons to help:
  'Re-Name' button will add the bones index to the name of selected objects,
            so you can add bones to the skin in right order!
  'Restore' button restore the selected bones to it original name.
            IMPORTANT when you apply animation with my IFP IO
   


Limitation
==========
- Since all bones/Skin data are vertices/bones related, you can not change the 
  mesh objects before skinning. (Moving the vertices is allowed)
- Max's bones are sick, so the 'bones' created by my script are actually dummies.
  Be Wanted!


Kam
kam.lai@ntlworld.com