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Maya to 3ds Max. Dislocated objects. FBX export.

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aln447
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Maya to 3ds Max. Dislocated objects. FBX export.


I've been trying to export models from maya into 3ds. Best (only) known to me way is to export it as a .fbx and import it in 3ds max.
The bad thing is the fact that the models ale quite frequently dislocated like here:
Before (maya):
LINK

And After (3ds Max):
LINK

On both the same object is selected.
Also, the joint, which is the parent of the model, stays at the same spot.

I haven't got any errors while exporting, other by the bind pose of the root joint.
What do you think can be the issue?


(this is a repost from facepunch forums)

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