I have looked at your model and script.
The only advice I can give you is try to keep the mesh center at 0,0,0. Set the meshes Pivot to ground level. I am not sure what program you are modeling in so check this out.
It is not necessary to use bone for simple animation. The xfile format will only work with Bone (for things that have bones Humans, animals, or complex chaining of objects) It only recognizes Position, Rotation, Or Scale changes in mesh type. Textures have to be bitmapped, so multi textures have to be UV mapped. Multi subobject based materials do not work so well. The reason is that the xfile format literally writes the mesh and its position to world space for each frame of the animation.
Heres what to do.
To animate things with out bones, Just use simple keyframe. Set a keyframe at Zero frame. Move to your frame you want say 30. Move the object to the spot you want and set a keyframe. Move to another frame say 60, move the object back to the original spot and set a keyframe.
Run the animation to see it works as expected.
Export it out of your program at 25 fps, no cameras or lights.
Get the pandasoft xfile exporter plug in for 3d max.
Use these settings
http://www.thegamecreators.com/?m=view_product&id=2001&page=CharacterStudio
Use the format of the FPE file I sent.
Notice that I have changed the animation number to 1 instead of Zero. Also changed to animate=1 in the fpi file. It just seems to work easier and more predictable this way. FPSC in fussy and will not act the same way twice it seems some times.
Give it a try. Don’t forget to clear your DBO and Bin files if you change the x file. Changing script actions you don’t need to do that.
I have attached a .rar file for you to check out.
I use Max for my stuff. I brought your mesh into blender and exported it out as an obj file. I could not figure out why you decided to skin a bone. Normally you use a mesh for the skin object and attach it to the bones. Blah, Blah, Blah. I brought the obj into max and reset its pivot point to orient to world space. then I move the pivot to the center of the mesh and to the zero height. Set said animation above and tested it and it worked.
There are many different ways of getting animated stuff into FPSC, But each type of entity seems to have its own way to get it there. ie: Weapons , static entities, animated entities, characters. I have done about 100 animated meshes and characters and weapon for a current project and I can tell you that very rarely you will get one in on the first try.
Be patient and keep trying, the results make it worth it.
Hope this helps
Nothing but coffee in my veins