I use mixamo (and Fuse, their new character assembly studio) for my characters.
my workflow is as follows
1) create model and upload it too the mixamo site
2) perform the auto rig and then download the rigged model as a FBX file
3) Import the FBX to 3ds max and run the Mixamo Auto Biped Script
4) dependent on the version of 3ds max you have it might name all the bones Bip 001 , Hero wants Bip 01 , so you will need to rename to remove the extra 0
5) Run the Character export tool in 3dsmax , and work though each step to name the model , set the directories ( you should be using [my desktop]/HE/Character/{dynamic_2/} ) , set the Root bone , and setup any animation masks you plan to use (This bit is worth some thought to save you having to re export lots later) If during the creation of the character the Hero process stops working , just cancel that bit. Once finished you can re export the mesh (remember to reset the textures ,the character export moves them to the characters directory, but if you need to change them in the material viewer to reflect this for the re export) and skeleton from the main export window , saving them over the existing files.
6) If you have used a dynamic mesh , you will have exported only one Part , you must then export all the separate mesh parts and then edit your .PAR file to include the parts in the right slots
7) Load animations in 3ds max , setting the time frame each time for the exact number of frames you want exported. Animations can be renamed later , but as always choose a strong naming convention to make the coding easier later. once the animations are exported you need to update your animationset.dat to include the new animation and you will need to create a ASQ file to accompany it. You may also need to update the AAS file so the animation can be called by the Accc. We have a standard "human" animation system that all our human models use , so we just change the [model].dat file to look for the AAS file in the correct directory.

Upload the new directory to the relative HE folder in the repo and then run the chat commands (if you closed the box in max they can be found in the setup text file that is created) and you should be able to load the character as a NPC
things to watch out for , make sure your model is the right size before you start the autobiped script. If you get exploded mesh syndrome , you might have a animation attached to the mesh that will need removing. Watch the Error window for information as the model loads if it does not function correctly.