@pixelpusher, thank you for your reply.
As you wrote it, the model importer of GG MAX is far greater than the GG Classic's one : 10 x faster, more import formats and no more that tedious process to define the collision shapes.
About my experiment with the script 'npc_control.lua', I want to say that it was my first test with that script that I discovered yesterday thanks to the comment posted by the artist 'bond1'.
Usually I create my own scripts to play my animated assets in GG MAX but they cannot interact with its AI system. However they are useful to add 'extras' populating the scene or to animate other assets.
my conclusions after having tested the settings available in the 'object tools' relative to the 'npc_control' of the imported asset :
1. the selection of the 'polygon' as collision mode automatically generates a 'capsule' around the animated asset (a character) .
2. however if that animated asset is rescaled in the settings of the asset importer, then the size of that 'capsule' is wrong and it doesn't move with the character during the game.
3. I made a big mistake with the set of animations included in that figure exported from Daz Studio and it happened because I didn't want to spend too much time for that demo. I explain : In Daz Studio > tab Animate2 you can instantly create blocks with some animations found in Daz Content. However to work properly in GG MAX you have to delete the X and Z displacements of those animations. Furthermore to obtain a very good cyclic animation you have to find a good synchronization between the first and the last frame, especially for the walk and run animation. These tasks could be very time consuming.
4. I noticed that the parameters in the .fpe file could be simplified. For that purpose, I copied some of the settings found in the .fpe file relative to one of the characters found in GG MAX library.
5. Having a mesh textured with a single map ( plugin 'TextureAtlas' required in Daz Studio) would make the texturing process much easier in GG MAX importer.
6. If you made a mistake in the fragmentation process of the animation in the Asset Importer, then there is a solution : Import again the 'wrong' .DBO file in the Asset Importer and then you can adjust the start and end values of the wrong fragments and eventually rename them. Don't forget to give a new name to that modified asset if you don't want to erase the original one. You can do the test with my uploaded .DBO file.
Some screen captures :