It all depends on the engine and what the code monkeys cook up. In general when exporting (and each exporter is different), helper objects are interpeted as bones, but it depends. Sometimes it's not the object type that determines if its a bone but how it is applied to the scene. For example if you skin a mesh to a box,…
The wrinkle maps are entirely engine dependent, you can do it in max by using a composite map and animating the opacity of each layer/wrinkle map. Each layer has its own blending options like Photoshop as well as a mask for each layer. Typically the opacity is wired to the same controller moving the morphs/bones around so…