That's because it's a Transformation matrix and not Quats i belive, it would be so weird, in fact, you can't position with quaternions in 3DS MAX, it just doesn't make any sense.

Thsi is how i put 4x4 Transformation matrices on 3ds max:

Code: Select all

```
BoneCount = readlong f
fseek 0xC #seek_cur
for x = 1 to BoneCount do
(
fseek 0x8 #seek_cur
BoneID = readlong f
BoneParent = readlong f
trans1 = point3 (readfloat f) (readfloat f) (readfloat f)
readfloat f
trans2 = point3 (readfloat f) (readfloat f) (readfloat f)
readfloat f
trans3 = point3 (readfloat f) (readfloat f) (readfloat f)
readfloat f
trans4 = point3 (readfloat f) (readfloat f) (readfloat f)
readfloat f
Transformation = matrix3 trans1 trans2 trans3 trans4
fseek 0x10 #seek_cur
)
```

Works for me, not sure on your format though.

For making the bone you should do this:

Code: Select all

```
newBone = bonesys.createbone
newBone.transform = Transformation
```

If the result looks weird try adding this:

Code: Select all

```
newBone.transform *= newBone.parent.transform
```

I hope that works