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Mesa is like the equivalent of Blend Source Tools for Blender. It is a Maya plug in for working Valve SMDs. I'm not sure if it does DMX files or not. Like I said, I don't use Maya.
You'll have to do any IK rigging of the models manually, although the upside to that is that any dedicated modelling program like Maya does have much more powerful tools for the job than SFM does.
No, a rig is an armature. "Rig scripts" in Source are for modifying the bone structure to turn the 'bones' into actual bones, and sometimes also adding Inverse Kinematics (the need to not have to point bones towards where you want and have the software do that for you).
Alright, so I did just that and downloaded Mesa, properly installed and everything. I've decompiled a Hanzo from Overwatch SFM model and it gave me around a total of 20 items.
https://gyazo.com/9333e529ec30f0b78a17fe72805b8d43
Which one am I suppose to open exactly? I can't seem to find out if I can open them all as a sequence, each time I use the "import as refence" tab button on Mesa, it simply only allows for one piece to be added in, which takes nearly 20minutes to complete and clutters the scene with far too many bones. Am I suppose to open up a specific SMD file, or is there an option on Crowbar that basically merges them all into a single mesh?
Crowbar won't merge them, because they're not supposed to be merged. For Source, you'd want to keep them all separate because of engine limitations, and you're very often not supposed to use them all at once anyway. (For example, if a model has two different hair styles, you wouldn't want to use them both at the same time, and it'd be a mess to merge them).
Most of us don't use Maya, so we can't comment.
I know that Blender's tools will allow you to load the QC file, which will then load all the parts referenced in that file, but I have no idea what Maya will do.
If you were asking about Blender, the help would be much better. Infact, what you might do, is grab Blender and Blender Source Tools. Import the models QC, kill off the LODs then export a FBX and import that into Maya.