It looks like he did. But his version is probably more in tune with what he needs for his autorig. Where as Maya's tool has a bunch of options you need to select to get the desired affects. Probably a little less what he needs, as well.
Have you checked scriptspot? Some pretty ancient scripts are still on there. You can also do this manually pretty easily... scale time 200%, then select the keys and Shift-move them 1 frame. You probably want to change the in/out tangents though.
Make sure you're rendering with Mental Ray. Now in the Render to Texture dialog you can add different kind of maps(diffuse,shadow,specular,normalsmap etc), if you have MR as your renderer you should be able to select Ambient Occlusion(MR).
At the top of your screen, in the main toolbar, there's a listbox witth the current coordinate system (world,view,local...). On its right there's a button which sets the pivot position to different places. You most likely want to "use pivot point center" or "use selection center"
materials are called materials in maya, it's only the editor that's different, you've got multilister and hypershade in place of max's material editor only thing i can think of that's similar to material id's is quick sets, as i only ever used material id's for selection purposes
a little tip.. when i use it i only do chunks of verts at a time. so go into your edit poly and make a vert selection and then run the script on those verts only. this work much better than trying to do the whole mesh at once.
Ah ok. Not a big fan of explode baking I'd rather use selection sets so no confusion there. I may be wrong but what I like about baking in substance is the high mesh seems only to be used for referencing purposes and doesnt seem to actually load it.
Code - there's a little arrow on the right side of the layer bar. If you alt-click that, it adds your selection to that layer. AFAIK, it doesn't display the objects on a layer, though. You can always use the normal max layer manager for that, or use the outliner, since it's a bit cleaner.
You can change the output in the bitmap map rollout. You just chec 'enable color map' and then you can select the R G B channels and zero out the ones you don't want to use. At least I think that should work. :S
It's just got some additional UV template options that TexTools does not have. I find the Colorize by Face Normals option in particular very handy when working with other people's models, as well as the ability to easily grab UV sections from polygon selections.