It is possible to load an existing model and the skeleton into Gmax (via Tazpn's importer/exporter). Since Gmax looses the weightmap, it has to be rigged again. So it should be possible to create a totally new mesh and rig it to an exsisting skeleton.
What you don't get, when importing (or exporting) is an option window, which you seem to get in Max when using Expotron or Tazpan's tool.
Thus, the creature mesh is not scaled up. And even though, the skeleton is loaded into Gmax and the bones are present (Select Objects list), it is not visualized.
Meanwhile I found, that you can uniform scale the creature mesh (up 10.000) and then you see the envelopes of the bones at the right position (not sure, if they point into the correct directions though).

You can do the scaling up and scaling down right before the export (WITHOUT doing a ResetXForm - seems to work) after you did the rigging, but its doesn't seem make any difference. Since I (until now) painted the weights instead of using the envelopes, I (until now), did it without the scaling.
The problem is to get a rigging reference without having Max. I use Blender to view the weighting, but no Blender version (2.46, 2.59, 2.69) exported any of the rigged test meshes (skin flagged) correctly. And the naming of the bones differ. Plus Blender seems to group certain bones (eg. the FHip+BHip+...=Pelvis).
I have written down all the main bones in Blender and aligned them to the (G)Max names. Will puplish that, as soon as I figured out this body rigging thing.
So, my call to the Max user out there again:
- What is you way to rig a body from scratch?
- Would I weight all the verts to one bone first, so all verts have a weight and later, when adding other bones, overwrite this weight with the bone for that region? In my example this would mean, that the toe region still has a weight of the Ribcage bone...
- Is there a special order to rig a body according of the hierachy of the skeleton, eg. Bhip1->FHip1->LHip1->LLeg1...(leg bones) -> RLeg1 ...?

- Does P_HHM_skel itself need to be added as a bone, eg. as the first bone to be the base bone?
- I have not really worked with envelopes, so are the positions of those envelopes shown in the first picture ok? Can they stay that way, if you use "Paint Weights" (instead of tweaking the envelopes)?
AND: Is there a tool out there, which enables you to do a quick check of the weighting. ATM I use the toolset, but you always have to close it down and reload it to show changes to a model. That's a slow business...