Joints placed incorrectly after FBX import from Maya

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.

having had a few problems with bone anims from maya i've found the best way is to bake the anims in maya before exporting. that way no rig is exported just the anims and mesh. first though, you could try just ticking the bake button in the inspector of unity with your current model.