@ Mastah(ful)_P … depends what you mean by “tricky” I agree it takes some time to setup your rig correctly, so all the verts moves as you want
(but this is all part of character animation, not just in ET or RtCW )
If you follow the instructions that come with the mds tools, you should be able to sucessfully export your new models 
THE most time comsuming part is extracting the animation data from the stock models, using a method that Pants
first introduced me to (rigging a model with “balls” and exporting a .csm) I managed to get a rough approximation of
the animations, and with a little cleaning up, got them to look ok (although still far from perfect) I’m still working on
creating a good .bip with all the stock RtCW animations, once I have finished that I need to add a few new ones,
like for duel colts & mounted galing gun firing animations ect
We are also working on a set of female models 
Although WildWest currently uses standard models & animations, I have created two other “mini-mods” (Helgamod & Santamod)
which make use of the my “rough” animations.
For Helgamod I applied my animation data to the Helga & Director models form the SP RtCW,
and created a new model (based on the director model) for Santamod.
http://www.the-wildwest.co.uk/santamod/
http://www.the-wildwest.co.uk/helgamod/
Model animation is something that takes time to learn, and even longer to perfect, definatly not for the
easily bored !! lol
@chavo_one, I wouldn’t say using mds is a hack! its simply the original format, that is still supported in the engine
(apparently
)
But I agree, it would be nice to know the " if / when / why" about the tools needed for creating mdm 
Hewster