anchor.diff:  *  Create a new file
   *  Select the “Create” tab &gt; “Geometry” &gt; “Cylinder”
   
  -image:jme3/external/3dsmax-0.png[3dsmax-0.png,with="",height=""]
  +image:jme3/external/3dsmax-0.png[3dsmax-0.png,width="",height=""]
   
   *  Draw a cylinder, lets say with 8 height segments (must be enough for a smooth deformation)
   *  Also check “Generate Mapping Coords.”
   
  -image:jme3/external/3dsmax-1.png[3dsmax-1.png,with="",height=""]
  +image:jme3/external/3dsmax-1.png[3dsmax-1.png,width="",height=""]
   
   *  Click “Create” tab &gt; “Systems” &gt; “Bones”
   
  -image:jme3/external/3dsmax-2.png[3dsmax-2.png,with="",height=""]
  +image:jme3/external/3dsmax-2.png[3dsmax-2.png,width="",height=""]
   
   *  Add some bones in the center of the cylinder
   
  -image:jme3/external/3dsmax-3.png[3dsmax-3.png,with="",height=""]
  +image:jme3/external/3dsmax-3.png[3dsmax-3.png,width="",height=""]
   
   *  Select the cylinder, right click it and click “Convert To:” &gt; “Convert to Editable Mesh” to prevent issues with OgreMax
   *  Click the “Modify” tab &gt; “Modifier List” and add the “Skin” modifier
   
  -image:jme3/external/3dsmax-4.png[3dsmax-4.png,with="",height=""]
  +image:jme3/external/3dsmax-4.png[3dsmax-4.png,width="",height=""]
   
   *  Beneath “Bones:” click “Add” and select all of your bones
   
  -image:jme3/external/3dsmax-5.png[3dsmax-5.png,with="",height=""]
  +image:jme3/external/3dsmax-5.png[3dsmax-5.png,width="",height=""]
   
   *  You may also edit the envelopes, but for a small test the default settings are ok
   
  
positive.code: *  Open the “OgreMax Scene Settings” dialog from the menu
  *  In the “Meshes” tab, enable “Export XML Files” and disable “Export Binary Files” as well as “Export Vertex Colors”
  
  image:jme3/external/3dsmax-8.png[3dsmax-8.png,with="",height=""]
  
  *  Click the “Environment” tab and uncheck “Export Environment Settings”. Otherwise the JME importer will throw a NullPointerException
  
  image:jme3/external/3dsmax-9.png[3dsmax-9.png,with="",height=""]
  
  *  If you have textured your model, you may also check “Copy Bitmaps to Export Directory” in the “Bitmaps” tab
  *  Unfreeze the cylinder by clicking “Display” tab &gt; “Unfreeze All” and select it
  
negative.code: *  Select the chest of your biped, choose “Motion (1) tab &gt; “Foot Step Mode (2) &gt; “Create Multiple Footsteps (3)
  *  You need to select the “In Place Mode (4), so the character moves in place without changing its location.
  
  image:jme3/external/3dsmax_biped_3_1.png[3dsmax_biped_3_1.png,width="",height=""]
  
  *  You can now play a bit with the settings, I adjusted “Actual Stride Length and “Actual Stride Height. 
  *  For the “Number of Footsteps 6 will be sufficient because the animation is cycled later.
  