hi, thanks for your advices, i am working on an export script for a bone-animated character (mesh + boneanimation) the authors of the fileformat and the first script made their work with blender i have used the fileformat to write an exporter with maxscript, and now i will do the same with mel head = startposition of a bone tail = endposition of a bone so i will use position for head and position + length for tail i am a little bit confused about the bone handling in maya, because i have worked with max before, where you have no joints, just bones - so every bone has a length in maya seems to be joints (last joint of a bone-chain), which have no length i have been searching for commands where i can get informations about joints and their hierachy, but i didn't search for the listX commands ...and coming from maxscripting, i was spoilt with a huge amount of commands for each kind of node, a lot of commands for mathematics and so on... lg, leni