Just like the subject says... I need to find out if there's any way to import a skeleton into Max or Blender without the rotations of the axes being all screwed up. The reason I'm asking is that I'd like to be able to create my own skeleton for the mesh I'm working on, but I want to tweak the lengths of some of the bones to get the proportions of the figure how I want. So, I'd like to be able to get the bone rotations matching at the start. But when I try to align my bones to the bones of the imported skeleton, I get this: http://i.imgur.com/vr5Zmbs.png That's the thigh bone, just fyi. Now it looks like Skyrim's bones rotate on the X as opposed to the Y, which is how Max's bones rotate by default. But even if I rotate the center point by 90 degrees, that still won't account for the rotation along the Z. So, does anybody have any suggestions? Thanks in advance! PS, I also tried importing into Blender, but it barfs on every skeleton and I get some kind of "node name length is too long" error. PPS, Well, forget that... I tried rotating the pivot separate from the bone, but that doesn't work. I though you could, but I was wrong. So, there's currently no way I can get the rotations of my bones to match the rotations of the skeleton's bones.