I've attempting to import a rigged Maya model via an FBX file, but when I import it, the joints are misplaced. They seem to be scaled inwards or something.
This is a screenshot of one of the joints inside Unity: http://i.imgur.com/zpPZN.png The selected joint is meant to be placed inside of the top sphere on the closest leg.
I do get some warnings during the FBX import: "Skipping influences for 'jointX' because it is marked as ADDITIVE. This most likely means that you are using a blend shape or custom deformer, which is not supported." I am not using a blend shape, nor a custom deformer to my knowledge, so I don't know what could be causing this warning, or whether it has anything to do with the issue I'm having.