Sometimes (Divinity 2) nifs do not contain skeleton structure but do contain bones and skin information. Skeleton is stored in another file. So, copy/paste NiTriStrips/ NiTriShape mesh nodes on corresponding bone nodes of skeleton nif in NifScope before importing in Max/gMax.
Usually nif skeletons should be imported first in a Max/gMax scene. Than meshes or kf animations. When you receive a mess try to save and reload Max/gMax scene.
In general such settings are usually working (use suitable nif version format game settings):
http://i109.photobucket.com/albums/n45/ ... Export.jpg
Sometimes it is necessary to check “Extra Nodes on Mesh” (animations).
Oblivion like nifs (complete skeleton is stored in a separate nif) and a “Bip01 NonAccum” node present other settings should be used (compare your nifs and some OB ones). I would assemble a complete model in NifScope before gMax import. Havok, collision is another story.
Note that there could be problems in gMax in case skinning pose is wrong (in Max and Blender that can be fixed).


