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I purchased an animated .fbx file from a well known modelling website. When I import the the .fbx version into Maya, the root of the rig is offset from the origin, yet the translations seem to be at 0,0,0. < see attached screenshot >
How is this offset being applied?
I'm no expert, but if you create the root in the origin, after you put the skeleton in a trasform node (group), it can be moved around manteining its 0,0,0 traslation values.