Blender to 3ds max via .FBX - Import Game Rig with Skinning/Weights intact

Hi all… slowly getting used to Blender’s interface… I want export a game character rig (Disney Infinity 3.0) to 3ds max… In Blender v2.79, the mesh is weighted/deforming as intended which I wish to retain this data on export essentially to use the facial bones for animating/morphing in Max…

So far .fbx is the winning format (opposed to collada .dae) for getting the armature into Max with no warnings/errors…

I’ve tinkered with the export settings to the best of my knowledge but once imported into Max, within the Skin modifier settings, I can see that all crucial bones are weighted just the same as in Blender but the bones ‘appear’ disconnected & the mesh does not deform with the bone, so its like something needs to be re-connected or data is missing/corrupt!?..

PLEASE HELP!!!