Export to Game Engine

Puppetshop can convert itself to 3dsmax bones (including animation)

This means that the majority for the existing game exporters can simply export the resulting 3dsmax bone rig without requiring any changes.

Pipelines that only support Character Studio, can look at the video on how to first convert Puppetshop animation to Character Studio.

However some companies may want to tightly integrate puppetshop into their exporter.
This can be done via the maxscriptable 'puppet' interface.
These maxscript functions can also be called from C++ plugins via 'ExecuteMAXScriptScript'.
Please search the 3dsmax SDK sample files for this command as it is not documented in the SDK help.

Functions such as 'puppet.getRoot' and 'puppet.getPuppetParent' allow you walk the export hierarchy without the need to convert to bones.
This is not only much quicker, it also allows a programmer or scripter to build in various automated processes that are required for exporting within your studio.

Please the Puppetshop 'Maxscript API' for a complete set of functions. Mainly look at the 'Functions_puppet.ms' interface (top)

The function 'puppet.printSkeleton' in 'functions_puppet.ms' (source code available in 3dsmax \ scripts \ puppetshop \ code) shows a mini process for exporting.