Unfortunately, I don't have 3ds max here, so can't redo this to remember the exact sequence of actions. But hope I remember it right.
You don't need to reskin to fix that thing. But it may require a little trick. You need to create a dummy bone, then select all your meshes and go to Animation->Create Orientation Dependency (or something like this) and click that dummy bone. Then go to Motion Tab->Orientation List and remove both entries, Euia XYZ and the dependency link. And then finally remove the dummy bone.
Why do you need to create orientation dependency to that dummy bone? Because when you select the mesh, its orientation list may be empty. I'm not sure, but looks like the initial orientation is implicitly present, but can't be removed. And one of the ways to show it as an entry in the orientation list is to create an orientation dependency.
All this stuff may not work for you, because in my case I didn't use the normal map, and relied on the normals of surfaces. You probably use them, so, I'm not sure what will happen. But it worth a try.
I had an issue with a reaction to the light: looked like all surfaces of the model faced only one direction, so the whole model was either warm sunny or cold shady, depending on it's rotation angle. And I fixed it by removing something rotation related, so each surface gained the orientation dictated by its normal.
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That crippled zealot is a cool idea, but looks ugly because of disproportion. His legs should be twice as bigger.
@Kanitala: Go
Unfortunately, I don't have 3ds max here, so can't redo this to remember the exact sequence of actions. But hope I remember it right.
You don't need to reskin to fix that thing. But it may require a little trick. You need to create a dummy bone, then select all your meshes and go to Animation->Create Orientation Dependency (or something like this) and click that dummy bone. Then go to Motion Tab->Orientation List and remove both entries, Euia XYZ and the dependency link. And then finally remove the dummy bone.
Why do you need to create orientation dependency to that dummy bone? Because when you select the mesh, its orientation list may be empty. I'm not sure, but looks like the initial orientation is implicitly present, but can't be removed. And one of the ways to show it as an entry in the orientation list is to create an orientation dependency.
All this stuff may not work for you, because in my case I didn't use the normal map, and relied on the normals of surfaces. You probably use them, so, I'm not sure what will happen. But it worth a try.
I had an issue with a reaction to the light: looked like all surfaces of the model faced only one direction, so the whole model was either warm sunny or cold shady, depending on it's rotation angle. And I fixed it by removing something rotation related, so each surface gained the orientation dictated by its normal.