kmsravindra
sorry i've been busy, ill take a look tomorrow.
UberLou
You need to turn off "debug" on the bones, making them invisible will still trigger the creation of the debug object which is extra slowdown you can avoid. The boxes are for viewing the collision shape associated with the bone and are unnecessary unless you want to view/debug the collision shapes on the skeleton.
As for the 3DS exporter, i haven't used it (i dont have a copy of 3DS) so i'm not sure of the workflow. this SO post makes me believe right now it can't directly be done from 3DS (http://stackoverflow.com.80bola.com/que ... -js-from-3) the suggested solution is the same as what you're doing (manually merge).
I know the blender exporter can export multiple animations. It's possible you'll have to transfer things to blender first.
Merging Animations from 3DS MAX to .js file is super easy, i did it same way,,,,,, I' am also trying to combine SEA3D exporter with three.js exporter,,,, it has rollout to define,,,, Start - End of animation with Name of sequences for 3DS MAX model,,, ... but it's really nothing easy to do , anyway i ll try to finish it in my spare time.
Also I have question,,: how will work physics collision for ex:" terrain" in future with q3d ?
check this,,, nice <img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes"> http://mrdoob.github.io/three.js/exampl ... namic.html