I don' t really understand what the problem is.
Just import the W3d files that are used as animations (not the SKN or SKL files). Just pick the file, hit the import button and you have your animation loaded in.... :dead:
You'll get a bunch of moving boxes (pivotpoints) that correspond with the ones you find in the skeleton file...
if you change the position of those bones, your animation will change also.
On the long run, i'm planning a maxscript tool that will make it a lot easier to make new animations, but for the moment my time is being used for modelling and skinning...so no time....