Check "Vertex Weights " in the Export Dialog to export bones. B3d Pipeline currently supports Skin, Max Bones, and Biped (NOT Physique).
NOTE: The exporter only exports bones included in the Skin modifier.
Previous versions of B3d Pipeline required you to include all bones that effected the animation of the character in the Skin modifier, even if they did not directly influence the skin.
Version 0.6 does not strictly require this, since it now exports bones in the local space of the first parent included in the Skin modifier. This allows you to remove redundant helper nodes from the skin modifier (e.g. "zero-out" bones) without effecting the animation.
Skipping bones in the hierarchy can introduce position keys in the animation; this will happen whenever the position of child bones can no longer be expressed as rotation of parent bones.
Example:
You Skin a character with feet, but no legs, to a Biped skeleton. If you include just the foot bones in the Skin modifier, they will still animate correctly, BUT they will have position keys as well as rotation keys (since the foot's position can no longer be expressed as rotations of the thigh and calf). Whether this is acceptable, or not, is up to you and depends on how you plan to use the animation.
Remember you can hit TAB in the B3d Viewer to check what type of keys have been exported and see their animation curves.