The skeletal animation support in UT was designed to be almost completely backwards compatible with the vertex animation. The animating vertices are replaced by an invisible hierarchy of animating bones, which move vertices of the mesh either directly or in weighted combinations. The animations then work with the exact same commands and sequence-notification pathways as the classic vertex animated models. Model files have the .PSK extension, animation files have a .PSA extension. A path name needs to be set at all times, since that also determines the destination of the log files.
Animations are 'bundled' into memory as they are digested by the exporter.
Changing parameters like the animation names, grouping names, and frame rates is done on the selected animation in the first list, which can then be shuffled back and forth to the second list which represents the .PSA file to be written. The Maya and Max exporters share the same user interfaces, but are activated differently. The exporter, ActorX is a utility plugin which you install by copying ActorX.dlu into your Max plugins folder. ExampleMax contains source art for two animated meshes - Piston.max and Player.max. If your scene contains any meshes which need to be exported as part of a hierarchy while they're not explicitly physique-linked as a skin to bones or other objects, make sure the ' all textured geometry ' option in the second pane is checked.