OK, so there is some problem according to .fbx files. When I came to this site somebody told me to use 2012 edition of apps (Maya/Max) because Skyrim is working the best with that version, or Skyrim engine, I can't remember.
The point is that we all use different version of apps and when we transferring those .fbx files between them they are not working correctly. All that are involved in using of .fbx files should use the same version of apps and to update .fbx plugin and service pack to the latest version for that app.
It would be the best if we all can work with 2012 edition of app with the latest .fbx plugin for them, and that is 2013.3 version, so we don't have any trouble.
And when someone is sending .fbx he should check it in Maya/Max to see if he have correctly exported the scene.
The latest .fbx plugins for Maya/Max 2012 edition (32 and 64 bit) can be found here:
Maya
64 bit => http://images.autodesk.com/adsk/files/fbx20133_maya2012_win_...
32 bit => http://images.autodesk.com/adsk/files/fbx20133_maya2012_win.exe
MAX
64 bit => http://images.autodesk.com/adsk/files/fbx20133_3dsmax2012_wi...
32 bit => http://images.autodesk.com/adsk/files/fbx20133_3dsmax2012_wi...

Problem is not everyone uses Maya/Max.
Anyway, Rav should be using Max 2012, but did you get those FBX files to work? Did anyone send you new ones?
Yes i believe it works now. If you update your FBX, it helps.
And when exporting files to different people, be patient and try exporting in different formats. When me and eloth send pure modelling files, binary 2006 works best.
For complex skinned animated models, Miro found that binary 2011/12 works best.
I managed to fix that scene (silt strider) for Maya/Max, so it is ready for animation. And I did manage to open ash storm scene in motionbuilder (but I need also to set up HumaIK so I can edit and animate), and without that it's gonna be hard for me to do it.
I just don't not know when I'm gonna do it because of tomorrow I have alot of work to do, and I did not get to do anything for the weekend.
I did get email that there is new animator, so hit him with this, give him one scene. I will upload SS scene that is ready for animation, I fixed mesh stretching, and some other stuff.
I see that he is key animator unlike me, I'm a tracker/motion editor, but I'm learning key animation. So he could do this probably better than me.
As for those others app (this is only for animation), I did give my opinion, and trust me on this, I've been working in game industry for 4 years. Even if we all use same app and latest .fbx, service pack's, hotfix's, there will be trouble, but that trouble will be x10 bigger if people use different apps and different versions of that app. Modeling, texturing, and that stuff is much easier to transfer then animation.
As for upcoming animators who are wondering where are controls, well there is no control's, I was animating cliff racers on bones. And for those who are wondering why are X/Y/Z axis not on 0, I must say I have no clue, I'm not exporting/importing, I did cliff's the hard way.
No clue when I'm gonna be back, as I said, some big projects are coming for me, and I wanna try to make some mod for Morrowind when I'm gonna get chance, because I'm currenty playing it, I never finished that game.
This is fixed .fbx scene that will work with Maya/Max 2012, I encourage anyone who is animating to work with these two app's and to use 2012 version, and also to download latest .fbx for that app "2013.3". Because older versions are having trouble reading newest version, there will be trouble.
You have my email, if you need me for some files, but I did upload everything here on forum.
Alright Miro, thanks for keeping us updated. For now Bran will attempt the Guar, and then move on to Silt Strider if we haven't heard from you in the meantime.