I’m very familiar with Martan’s exporter and there are some caveats. Art Walesek has done some needed mod’s to address some of the issues, and it’s Art’s version that I use for all my Genesis3D work (RealityFactory is basically a "plug ‘n’ play game shell which uses the Genesis3D (G3D) engine for real-time rendering. G3D is open-source and free to use with some very light licensing restrictions that state you must show the G3D logo at game start-up and on all marketing materials ).
Martan’s version is only compatible with A:M v8.x, it will not work with later versions. Art Walesek has brought the exporter up to speed with v10, but many of the problems still exist.
To get motions out of A:M, you must export each of your individual actions as separate A:M *.mot files. Apparently (I’m no programmer, so this is just word of mouth info), the A:M mot format does not address issues of world space vs. bone space. The normal path is to export your actions as MOT and export your base model as Genesis3D *.ACT (the exporter pics up the motion data in the mot files to create the animated G3D actor). Then Milkshape is used to de-compile the G3D ACT file into its constituent BDY (mesh, texture mapping, bone-to-vert assignments) and G3D MOT (skel-based motions…not the same format as A:M MOT). Milkshape (MS3D) can then import the G3D BDY and apply the MOT actions to it. Here’s the caveat: due to the “bone space” to “world space” conversion, all bones in the Milkshape file will be written to X,Y,Z = 0,0,0. Yes, all the bones will be shown at the origin. They will all be there, and the animations will work as long as you don’t alter the skel in any way. So much as touch the skel (move or rotate a bone), MS3D will re-order the bone matrix and all your motions will be useless (the animations will look like a Star Trek transporter malfunction
). This has caused problems with trying to do bone-level collision detection for games where the idea was to take in consideration not only whether or not a character was hit, but also what part of the body was hit.
Art’s mod to Martan’s plug-in addresses this issue by offereing you the option to have the bones written to their proper orientation and postion in world space, but it has an adverse effect on the animations. It ignores the “black bone” (in A:M, the true root bone), and also ignores any transforms to the root bone of the skel hierarchy (in most cases…the pelvis bone). But the feature was added to allow those that need bone-level collision detection to have the bones in their proper locations, but they have to deal with keeping the actors feet on the ground in code.
Art’s other mod’s include the support for transparent textures, and fixing a problem that exists in Martan’s export where non-looping animations would still loop back to the first fame.
My e-mail addy is in my profile, so feel free to shoot me a message if you have any specific questions or are just wondering what the heck I’m talkin’ about. 
how grown-up