Hey lukasccb,
thanks. Yes, but as I see it the format are both the same. I really don't know where to start looking for this and why I have to download the full source where all I need is a converter or importer to import a rigged character in Maya or 3DSMax..
I have used the RiotPlugin as well and it kinda works in a weird way and this is what I did:
1) Converted scb2sco, produced 2 files sco mesh and wgts
2) I ran maya and imported the sco file as mesh. it loads up perfectly
3) for the skin files it looks up for .skn file. Out of curiosity I renamed the wgts file to skn and it somehow loads in Maya as a skeleton??
The question is, how do I put the correct weights in Maya if the wgts is a skeleton file??
I have read somewhere that you dont need skeleton as the weight file itself is a bit of both which is why I am confused..
Please advice and just need a direct solution, thank you.
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Searching for more, it seems like this OP had a similar problem as well but now he knows now what he's doing..
https://forum.ragezone.com/f792/character-954827/
The only difference is I need a weighted or rigged default meshes in maya/3dsmax to get familiar with. I'm not into creating a custom character yet.