I don't know about rigging in 3ds max, but it should work about the same as in blender. When you first parent the armor mesh to the skeleton, make sure you don't create weight groups. You want it parented to the skeleton un-weighted. 3ds max should have some sort of bone weight copy script which will allow you to copy the base body's weight fairly accurately to the armor. When you have it copied to the armor, every vert should have a weight between zero and one, with one being no bone influence. Once copied, you will just have to fine tune the weighting to ensure there is no clipping. If you can't find the bone weight copy function, you can probably create weight groups from bone heat or another method to automatically assign weight based on proximity to each bone. It will be a lot less accurate, but it will weight all vertices to the appropriate bones. Not a lot of people use 3ds max here, so it might be best to find a rigging tutorial. The armor looks really amazing though :thumbsup: