Well, I've made some progress.
I've noticed two things about Urwumpe's Anim8or plug-in:
1. It creates the mesh about 2.5-3 times bigger than 3ds2msh does. I always wondered why my meshes never seemed to be as big as the grid lines in Anim8or say they are; I guess it's because 3ds2msh makes them too small. I had to use Mesh Wizard to shrink my station back down to its original size so that it fits inside the Nova rocket fairing, and so that all the animation pivot points are still valid. This discrepancy is probably the source of my scale problem, as well.
2. It somehow screws up the group names. What you see in Mesh Wizard and MeshC isn't what you get in Orbiter. In order to figure out which groups were the window panes on the centrifuge, for instance, I had to resort to trial and error, reloading the scenario until the proper groups rotated. I'm still going through this process with some other elements, and it's a pain the ass all the way. That's why this is taking so much time. This must be a bug in the export plug-in.
I'll have to resize the PMA to scale it with a Space Shuttle ODS, too. Hope that doesn't screw up the group numbers.
At least it's pretty! Much more professional looking than the 3ds2msh output. So this is still in the works. If 3ds2msh worked properly, I'd have released this 2 weeks ago, but I want to get it right, first.
I've noticed two things about Urwumpe's Anim8or plug-in:
1. It creates the mesh about 2.5-3 times bigger than 3ds2msh does. I always wondered why my meshes never seemed to be as big as the grid lines in Anim8or say they are; I guess it's because 3ds2msh makes them too small. I had to use Mesh Wizard to shrink my station back down to its original size so that it fits inside the Nova rocket fairing, and so that all the animation pivot points are still valid. This discrepancy is probably the source of my scale problem, as well.
2. It somehow screws up the group names. What you see in Mesh Wizard and MeshC isn't what you get in Orbiter. In order to figure out which groups were the window panes on the centrifuge, for instance, I had to resort to trial and error, reloading the scenario until the proper groups rotated. I'm still going through this process with some other elements, and it's a pain the ass all the way. That's why this is taking so much time. This must be a bug in the export plug-in.
I'll have to resize the PMA to scale it with a Space Shuttle ODS, too. Hope that doesn't screw up the group numbers.
At least it's pretty! Much more professional looking than the 3ds2msh output. So this is still in the works. If 3ds2msh worked properly, I'd have released this 2 weeks ago, but I want to get it right, first.