As I mentioned earlier
I've also been skinning the whole model ready to pose. It's a
process I normally enjoy in Maya, but I must say I've finally
found a real shortcoming in Max.
The skinning system
is fine for low resolution game models, but incredibly painful
and tedious work for high res in Max.. I can hardly imagine a
mored tedious method for adjusting weights.
Maya has a very
flexible system, with an intuitive spreadsheet (component level)
for weights allowing you to edit as many as you want simultaneously
and quickly. For a more interactive setup of weights, the paint
skin weights tools is quite a joy.
Max, on the other hand,
requires the editing of individual vertices for the spreadsheet
editing and the weight painting is hardly even functional.
To top it all, I've yet to find a reliable way of mirroring this
workflow (a feature that's all too easy in Maya)
I'd much rather
do it in Maya, but it looks like I'll have to suffer for now..