Hmm.. Interesting.
I was exploring Maximo following your link and then got a notification about Fuse(Beta) being free for people with an, also free, AdobeID.
So I went for it and you can load the models from Maximo into Fuse to add animations and then save as .FBX, but of course this doesn't have separate textures(probably the binary .FBX version intead of the text version).
I'll try loading the .FBX files in Blender and then export as .X files. (the truth is out there
).
[EDIT] Tried lot's of settings and formats, but to no avail. Guess it's really hard to get an animated, textured FBX model (basically the modern way of doing things) into AGK.
Pff. I'm tired of it. Wasting too much time on something that should be fairly simple. This breaks down AGK's functionality/ease of use, while this *should* actually be one of it's plusses. Therefor I repeat my previous statement:
I
can't help thinking that AppGameKit should in fact ease the process of importing these assets by supporting the binary .FBX format natively. Would save us tons of hassle.
PS: *Not* a blender fan..