as edit mesh, and using skin modifier, not physique. Yep. That’s a requirement of the plugin, allplugins have limits…
But… You can perfectly. I have exported any sort of thing no matter how was done in max… with other weights formats, which were weaker than md5.
You can certainly convert the mesh to editable mesh without loosing anything, if know deeply how to use max stack modifier.
but also, something you may need, and is not very complex, is convert phisique to skin. While you can use certain phyisique to skin script converter, it’s hard to find, for some reason I don’t remember I did not used that way… .My way anytime a weights format required regular bones and weights, or a game engine, required the elder thing however: edit mesh and skin modifier (which is most usual) , I just exported as FBX, then reimported the FBX. A character studio biped got converted to regular skeleton with weights and all, keeping all anim the same, as it really bakes everything to bones and weights animation, constraints effects, etc, are kept in the result: of course this is like the “jpg concept”, is an export stage only. You loose all th eediting power in Max, but has sense as is the final export. You can simply do as any final exports as u want, from your final *.max version.
I have done these tricks with at least 3 complex bone and weights formats ( md5, x, b3d ) from Max.
It’s more than possible. I have exported MD5 files and went towards certain powerful game engine. It did look great in the engine.
The way der_ton does stuff, I doubt there’s a glitch in blender import or max export. Just everythings has its tricks.
Bad thing is I have no access right now to a Max, otherwise I’d offer some minutes of my help .
EDIT: And I think you did well working with edit poly, is so much more powerful. But you can turn to edit mesh at any point with no probs, same as can convert biped to bones (not needed, md5 exports well the biped, it just does not like phisyque, at the end I got used to biped and skin max default, curiously as I think skin is better, while biped bones are a fast setup that usually has no probs ) , and physique to skin. It’s very usual to do soem sort of bake be it an export to game engine or exchange format. I have to do in blender, in gmax, in max, and in xsi. The other thing you export towards, wont have the exact same features, so it’s a needed deal. The key is that he visual result comes out with almost no harm, and it is quite possible. It’s worse with b3d export for max, as the smooth curves of interpolation can’t be taken for Blitz3d engine did take only linear interpolation. (I think the format supports it…md5, for sure. )