Im also using Max 2010 and Blender. for me , none of those programs is able to create player meshes that are compatible with the existing .skeleton and animations files.
I guess the problem with the different exporters are the settings. When you export a Max-Object or a Blender-mesh to .mesh and then import it again, it actually looks good but when you compare the .xml files with the original (e.g Vanquisher.mesh) you see differences. While exporting previously imported meshes in Max and Blender I got an insane vertex count (707 for the standard face mesh). Additionally in Max I got different bone numbering (in blender you have no working rig because of the lack of an import script able to do that ^^). To make the animation work, the number and the INDEX (ID) of the bone in the .mesh.xml file for the vertex groupes must be the same like in the original .mesh.xml. I was not able to figure out how that might work. As far as I can tell you have to use the original max rigs AND the original exporters as for me the imported .mesh files dont work at all with ogremax and even for the original rigged max-files I got different .mesh.xml data.
I will do some settings tweaking in OgreMax and see if I can export the valkyre mesh to fit the original one. Once that is achieved you should be able to alter your mesh while keeping the .skeleton and animations from the original game. If nothing helps.... Go for 2009 or do manual editing of your .xml (wich would be insane ^^)
I hope the devs can update their exporters for max 2010 ... begging! plz!
If anyonemade OgreMax work, plz share your secrets ^^.


