This shows, how to make an existing body mesh workable for NWN2 in Gmax including rigging/weighting, creation of LODs and Collision Spheres. Although this is written for Gmax, you'll be probably also be able to use this for Max as a guide line.
It contains additionl reference screens for the spine bone (which are not part of my Blender weight reference):
This tutorial is based on this thread:
http://forum.bioware.com/topic/504482-gmax-weightingrigging-a-body-mesh/
Thanks go out to Hellfire (RWS), who got me started, 4760 and Rolo Kipp for their input..
And very special thanks go out to Semper (again), who actually walked me through this process and double-checked my results doings (again).
Additional helpful info can be found here:
NWN2-Heads (It's missing some things, since my importer wasn't set up correctly at that time. But still it contains some additional information.)
http://neverwintervault.org/article/tutorial/gmax-beginners-guide-weight...
Corrections, additions, etc. are welcome.
Semper posted a corretion to the forum regarding the number of bones per vertex:
Quote Black Rider: " For NWN2 the maximum is 3 bones per vert, if my info is correct. ..."
Quote Semper: "this info ain’t entirely correct. only cinematic head skins are limited that way. every vertex of the default skin mesh can be influenced by up to 4 bones too, with a maximum of 54 bones per body part."