Question about rigging in 3DsMax (not source related)

So I have a boned and rig model I want to transfer to another bone system for another game.

I already have it lined up perfectly, however I am not fluent with 3DSMax. I have posed the model to match the joins of the skeleton it will be transferred to. How do I retain the deformity created by posing the bones after I delete the original skeleton before binding to the new one? Or ought I to have both skeletons bound then delete the original?

I believe you can convert the model into either an editable mesh or poly, and it’ll retain the deformity but lose the previous rig modifier. I’m not sure though, it’s been ages since I did anything with 3dsMax

thats probably the answer, ill investigate, thanks a lot.

[editline]30th August 2014[/editline]

that was it, thanks.