With modelling, just use Max, not gmax, and when you have finished, export it to .3ds.Make sure you convert to editable mesh first(if it isnt already).You shouldnt have to scale if you use the same unit scale in both programs.
'Baking' referes to placing keys on every frame.Say you have an IK rig for an elbow, you animate the IK handle to move the bone chain, but you cant export the IK helper via .3ds.You need animation keys on the bones themselves, so you place position/rotation(and if needed, scale) keys on them.
For the rest, if you dont do character or complex animation rigs, then you can basically ignore it, otherwise, I cant really explain it all briefly, but everything on TCB and Eular and other kinds of controllers is in the Max documentation.
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