I have the same problem as Jesp8000 stated in this thread before.
No matter which options I modify in the exporter, i have either my animation well expressed but face down, or standing but distorted (or not animated at all, doing the Da Vinci pose
). My head starting to hurt trying to resolve this problem and i'm starting to give up
I know the root of the problem but my knowledge in max is not good enough to overcome it.
Basically, MAX world system has "z" as up, while direct3d has "y" : this causes the animation to be seen in TE as in the MAx top view (where "y" is up).
I don't know how you did it, but either you succeeded to change the matrix in 3ds to have up as "y" or your exporter can do it to properly integrate your animations into TE.
I found some threads in the net speaking about this issue like this one :http://blog.duber.cz/3ds-max/the-transformation-matrix-is-useful-when-understood
But I don't get how he did it even though it's seems easy.
By the way, i'm not using KW xport but Panda Xporter (who does the same job) because i work with max 2012, but it's not the problem because Jesp8000 used KWX.
Hope you can help