Asset Overview
Nothing crazy, but testing a way to have an "outline model" follow a base mesh. Thankfully, 3DS Max makes this work with minimal effort.
STEPS:
1) After modeling, rig the base mesh (no outline model should be made at this point). Continue on with your animation.
2) Once you are happy with the animation, put the model in your scene back to the T-Pose. Duplicate the base mesh and delete any modifiers on the clone.
3) Give the duplicated mesh a plain black material and select all faces. Flip their normals so they are inverted. Add a Push modifier and give it a negative value until you get an outline thickness you like.
4) Collapse the modifier stack and add a "Skin Wrap" modifier. The outline should be placed over the base before adding this. Change the skin wrap to Face Deformation and test the animation.
5) If the outline works, go to the Skin Wrap modifier and press "Convert to Skin".
6) Delete the Skin Wrap modifier and test!
Great for anime/cartoon characters and glowing objects! Hope this helps!