The current setup is as follows:
Using Max 2008
I have my character mesh weighted to a set of bones which are being driven by a series of positioning and rotation constraints linking to a biped. I've done a series of animations to the biped and would now like to be able to eliminate the biped from the scene completely. The question is what is the easiest way for me to translate all the biped animation to the bones so there is no need for the dependency of the biped. I don't care if the end result of this is every frame being a keyframe, this would be very much usable for the output that I require.
Thanks all,
Evan
EDIT:
I should add that even if it involves exporting the bones from the scene only to import them again would be fine, I have a separate file setup with the envelopes saved out so I can simply re-add the skin mod and plug the envelopes back in.