I’ve been working a lot on the skinned mesh support in the engine lately. I was having a problem with the engine’s 3ds Max exporter crashing when you exported a mesh that contained physique, but I have that fixed now. If you tried to export a skinned mesh that was not already triangulated (i.e. a NURBs surface), then the number of skinned vertices would not match the number of vertices actually in the mesh data.
I also added some new features to the .fx effect file importer in the world builder. There were some issues that needed worked out, so that I could load the effect file that is going to be used to render the skinned meshes.
So, I finally have all of the data that I need. Now I just need to finish the skinned mesh support in the mesh object itself.