So yeah. Dunno what's going on or how I can fix it, hopefully I can though.
Made model in Maya. Made skeleton. Rigged model. Set a few keyframes to test animation. Works fine.
Export to FBX, import in 3ds Max. Animation still works.
Export to .x. Load in DBPro. No animation plays, no keyframes detected, all limbs have an offset of 0, 0, 0. I can list all the names that I assigned them in Maya, as well as a series of mesh deformations that shouldn't be counted as limbs. I had done a test animation with PatientZero that worked fine, and the only difference besides the number of limbs is that this dummy model was created as a proxy, which explains some of the deforms listed. I think the only thing left to try now is make a regular model without proxy and see if it fixes.
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Nope. Made a simple block guy using only extrude, made a simple skeleton manually, exported at default. Imported in Max and the bones are messed up, but the animation still plays. Exported to x and it's the same as before. Limbs but no keyframes, and all are exactly at the origin according to DBPro. I'm not sure what I did before that worked, but nothing is now. I can try rigging in Max, though I have no idea how.
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Got animation working. The problem was with Max's .x exporter, I had apparently changed a setting at some point. Still no limb offset information, no matter what I do. The animation, just moving an arm back and forth, plays fine, so I have no idea how it's moving just those vertices in the arm without having a limb there.