anchor.diff:  *  *Note:* It could be useful to create also a track “start_run, that blends between the stand and walk animation. I would use frame 0-47 for that.
   *  Because you have a smooth model with a lot of polygons, it may be useful to create xref:jme3/advanced/mesh.adoc[levels of detail (LOD)]. When the camera is farther away, a low-poly mesh of your character will be rendered.
   
  -image:jme3/external/3dsmax_biped_5.png[3dsmax_biped_5.png,width="",height=""]
  +image:how-to/modeling/3dsmax/3dsmax_biped_5.png[3dsmax_biped_5.png,width="",height=""]
   
   *  Open the “Mesh LOD tab in object settings.
   *  It will suffice to select the “Automatic setting, but if your animation starts to look weird, you can create them by hand.
  
positive.code: *  Create a new file
  *  Select the “Create” tab &gt; “Geometry” &gt; “Cylinder”
  
  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,width="",height=""]
  
  *  Click “Create” tab &gt; “Systems” &gt; “Bones”
  
  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,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,width="",height=""]
  
  *  Beneath “Bones:” click “Add” and select all of your bones
  
  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
  
  
negative.code: *  Below “Mesh Animations” hit the “Add…” button
  *  Assign a name to the track, maybe “wobble”. The track type must be “Skin. Set the right “Start/End Frames” for your animation
  
  image:how-to/modeling/3dsmax/3dsmax-10.png[3dsmax-10.png,width="",height=""]
  
  *  Hit ok and you will see the animation in the table. You may add additional animations by selecting other frame ranges, if desired
  
  image:how-to/modeling/3dsmax/3dsmax-11.png[3dsmax-11.png,width="",height=""]
  
  
  === Export and Import
  