rah dude.
The direct SDK works fine in version 6.5 (I know that's not the newest version). Version 7.0 and 7.1 don't work with the SDK.
Just download the SDK and copy the xexporter.ddl into the plugins folder.
Then in the settings menu go to plugin manager and check the tick box next to the xexporter.
select the mesh you wish to export and click
file-- export---and set the format as ".X"
should run (takes about 20secs)
the script window should return a "result=1"
you need to bear in mind that you cannot export boned meshes that have have smooth bind applied to them unless you have done a whole bunch of stuff that may be a bit beyond the average poly-tweaker.
Maya suffers from the fact that most of the mel scripts written for it are done by inhouse production companies, therefore the IP rights remain part of the company and aren't available to thepublic. So there are a whole load of .x exporters out there, just not available to the general public.
I've been using maya for 1 and a half years now, and for general modeling (weapons and scenery), it's absolutely fine. Unfortunately the lack of support for the FPSC skeleton (I haven't been able to import the biped as Maya uses a different bone setup to max and milkshape) means that any characters you make will have to be imported and rigged in 3ds or milkshape.
If you already have maya, don't dispair. I've tried milkshape and I think maya is much easier to model in, the GUI is much more friendly. For FPSC modelling, I'd say 3ds is the best option, but if you already have maya, just get milkshape and you're all set.
butters.
ps have a bunch of maya tuts that I can link you if you want, drop me an email. I would also advise getting "basics of Maya", it's only £50 and it works you through some basic/detailed processes, and even comes with a CD full of Tutorial videos. Money well spent for any maya user.