Thanks Makanyane, that was exactly the trick - it works now quite fine, but there's still a puzzle in that in the ms3d file before I import into IWTE, the mesh is assigned to 'lighter' and not darker. When I write ms3d in IWTE, and view that file, yes, it becomes all assigned to 'darker' and by reassigning to lighter it works. So I'm wondering whether there's some corruption in the reading of the original ms3d file and it's joint labels? Does IWTE work off identifying the name of the joints in ms3d or does it do something more technical than that? I may have been using my ms3d files in many iterations, merging things over and disassembling them to make some other structure again.
I got a picture here showing the assignment in the original ms3d file to the 'lighter' bone when I press 'show' (darker bone is purple coloured - and I know this is the case because when I assign some vertices to 'darker' it does change colour to purple). Unless I'm direly missing something?
Two more things: could I ask what do the values in the 'Obj world shading/effects inc anims' table mean? Everything I view seems to have +11.00 +9.00 +1.50 +2.00 reading the table left to right, top to bottom. Are these parameters for determining how shading is done in a manner that respects corners &c?
Also re blender, would I just use an ms3d exporter each time I do a model? I have to admit I find blender quite unfamiliar atm, because my primary modeling program is 3ds max. Is there anything equivalent for 3ds max? (Though, afaik, one thing I prefer ms3d over 3dsmax for doing these building models is the ability to select vertices across multiple groups with ease and do stuff with them.)
Thanks for all the help