Takaro CryImporter

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A major new release of the Takaro CryImporter is now available. It doesn't add any new features, but rather contains a large number of important bugfixes. Most importantly, it now correctly imports all of the physics information for character models, so they will work correctly in game now. Unfortunately, it also now requires the use of 3ds max 7 or higher. This is due to the inclusion of the Avguard Extensions for 3ds max, which was required in order to make some of the fixes possible.

The list of fixes is as follows:
Bone mesh chunks are now handled properly, with separate physics skeleton being created and correct bone materials being applied to primary skeleton.
Bone physics parameters (degrees of freedom, angle limits, etc.) are now applied to separate physics skeleton.
Changed handling of facial animations, so that each duplicate character mesh now only has the head visible, and they are now lined up next to each other similar to the merc_scout.max file in the SDK.
Fixed a few material parameters (Specular Level, Glossiness, Self-Illumination) so that they get applied properly now.
Fixed a problem with normal maps being imported and assigned as detail maps, resulting in incorrect models being exported out.
Improved addition of materials to material editor so now standard materials that don't use Crytek Shader but have names like "arm/mat_arm" won't get overwritten.
Now user defined properties for objects in node chunks and bone anim chunks get added to the objects in the scene.
Scene props are now imported correctly and added to the scene.

Refer to the readme for more information.
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