Quote: "In DBPro, I don't know how the model would react, how to load the bones and make it work as a normal animation"
I'll have to leave the means of exporting it to Max users, but I can tell you I've got models animated in the old DirectX/DB Classic fashion (moving joints), and also boned models from the GameSpace object library, and they both play very well in DarkBasic Pro.
I don't have to tell Pro anything about the animation format of the model when I load it. That is, both ways are "normal" animation but are accomplished differently. I don't think that support existed for bones prior to V8 or 9 of DirectX (somebody help me out here). But I see very strong evidence that there's identifying information about the type of animation in the .X file itself, 'cause Pro plays things back for me with no trouble.
Now, exporting your animation correctly from Max... ooh boy, I don't know. Is there a plugin you need for that?