The current DBP animation system relying on DirectX Model Animation is a waste of bloody time in itself though.. i mean unless you like HUGE file sizes.
Personally I use DirectX Models for Base Mesh -> Skeleton -> Texture -> Shaders
Then export the animations as seperate DirectX Ascii models; Maya's DirectX Exporter supports the bone animation as opposed to the Mesh the Max ones do. Then convert the animations of the skeleton, onto thier own; next you want to sort out your own data system for saving this as binary data to be read in... then simple setup a routine for moving the limb that correspond to the correct Skeleton Bone.
Requires some timer and interpol value knowlage, but trust me you get MUCH smaller file sizes; not to mention you can edit the animation and include in rag-doll stuff from newton at the same time. Without the headaches!