25000 lines is a lot... and I heard that it does take a while to compile DBPro. In my opinion, the best solution will be one that can be used in DBC again and again. A great solution would be to come up with a DLL that will deform the mesh based on the animation in the file. While it's possible to do the workarounds like the DBPro save mesh method or cutting the mesh up and making a hierarchy and reattaching the animation, the time and overhead used don't make them desirable to repeat.
I've been able to get away with using blender and cutting up a mesh into limbs that are linked in a hierarchy and just assigning the IPOs (the animation time line of key frames) from the bone to the matching limb. I have to admit though, that the animation came from motion capture (BVH) files or was made in Blender itself. I haven't been able to load animation into blender from an X file. I also wrote my own python script to export the limb animation to the directx format DBC likes (though finally after some people on these forums tested it I found all kinds of errors in the original script and it is currently being rewritten - but works... more or less). That's why I suggested truespace because it has at least the same level of sophistication as blender and it has directx 7 animation export built in (hierarchical).
Try this: call up 3DRT and see if they have your model in truspace's format. If so, you may be on your way...
And since there are so many frames, that makes me think the animation in your models is based on motion capture. If there isn't a truespace format, see if they have a BVH format - that's a motion capture format of animation that is fairly universal. If you download the free version of Deled 3d lite, you'll be able load your x model into it, and export it as a wavefront object (.obj format). I'm willing to bet that truespace will load that. The only problem is your animation will be lost. That is where the BVH file comes in from 3DRT.
If all goes according to plan, you will load the mesh (.obj) into truespace, load the BVH file into there. The BVH file should create a series of keyframes matched likely to a rigging without a mesh. Your job would be to divide the mesh into limbs that match the bone hierarchy and copy the keyframes to those limbs. This is not something people commonly do, in fact, I only know of myself who has done it (I'm sure there are others) so it might be hard to get help on the exact technique.
The questions to ask may be
"How do I copy a series of keyframes to the clipboard?"
"How do I copy animation from one model to another - for a single limb/bone etc?"
"How do I change the pivot point of a limb?"
"How do I link a limb in a parent child relationship?"
"How do I divide a mesh into smaller meshes or individual limbs?"
"Is it possible to track the animation of one object to another?" - by this I mean, let's say you are able to load the BVH file - if it even exists from 3DRT - it's likely that it will load as a rigging without a mesh. If you had divided your mesh into limbs, it may be possible to track the movement of the bones as the animation plays and record these as new keyframes for the limbs.
Anyway, I'd be curious to know if you were able to pull off any of this!
I may start some coding on a DLL that'll allow the animation to be loaded and the mesh deformed in DBC, but I'll probably have to read up on some direct x stuff... It could be a useful tool but I'm totally unmotivated to do it. I'll let you know if I actually do start something.
Just thought of one other thing. Check out:
3dcanvas
Enjoy your day.