The reason could be simple: The FBX exporter doesn't maintain constraints. If you want to export the animation to the FBX, you should execute this script:
// WARNING: EXECUTING THIS SCRIPT WILL DEACTIVATE THE RIG
// THIS WILL BAKE THE ANIMATION RANGE 1 TO 200
// YOU CAN CHANGE THIS DEPENDING ON YOUR ANIMATION RANGE
bakeResults -simulation true -t "1:200" -sampleBy 1 -oversamplingRate 1 -disableImplicitControl true -preserveOutsideKeys true -sparseAnimCurveBake false -removeBakedAttributeFromLayer false -removeBakedAnimFromLayer false -bakeOnOverrideLayer false -minimizeRotation true -controlPoints false -shape true {"Root_M", "Hip_R", "HipPart1_R", "HipPart2_R", "Knee_R", "Ankle_R", "Toes_R", "RootPart1_M", "RootPart2_M", "Spine1_M", "Spine1Part1_M", "Spine1Part2_M", "Chest_M", "Neck_M", "NeckPart1_M", "NeckPart2_M", "Head_M", "FaceJoint_M", "EyeJoint_R", "EyeJoint_L", "upperLidMain0_R", "upperLidMain1_R", "upperLidMain2_R", "upperLidMain3_R", "upperLidMain4_R", "upperLidMain5_R", "upperLidMain6_R", "upperLidMain7_R", "upperLidMain8_R", "upperLidMain9_R", "upperLidMain10_R", "upperLidMain11_R", "upperLidMain12_R", "upperLidMain13_R", "upperLidMain14_R", "upperLidMain15_R", "upperLidMain16_R", "upperLidMain17_R", "upperLidBaseJoint_R", "lowerLidMain1_R", "lowerLidMain2_R", "lowerLidMain3_R", "lowerLidMain4_R", "lowerLidMain5_R", "lowerLidMain6_R", "lowerLidMain7_R", "lowerLidMain8_R", "lowerLidMain9_R", "lowerLidMain10_R", "lowerLidMain11_R", "lowerLidMain12_R", "lowerLidMain13_R", "lowerLidMain14_R", "lowerLidMain15_R", "lowerLidMain16_R", "lowerLidMain17_R", "lowerLidMain18_R", "lowerLidMain19_R", "lowerLidMain20_R", "lowerLidMain21_R", "lowerLidMain22_R", "upperLidMain0_L", "upperLidMain1_L", "upperLidMain2_L", "upperLidMain3_L", "upperLidMain4_L", "upperLidMain5_L", "upperLidMain6_L", "upperLidMain7_L", "upperLidMain8_L", "upperLidMain9_L", "upperLidMain10_L", "upperLidMain11_L", "upperLidMain12_L", "upperLidMain13_L", "upperLidMain14_L", "upperLidMain15_L", "upperLidMain16_L", "upperLidMain17_L", "upperLidBaseJoint_L", "lowerLidMain1_L", "lowerLidMain2_L", "lowerLidMain3_L", "lowerLidMain4_L", "lowerLidMain5_L", "lowerLidMain6_L", "lowerLidMain7_L", "lowerLidMain8_L", "lowerLidMain9_L", "lowerLidMain10_L", "lowerLidMain11_L", "lowerLidMain12_L", "lowerLidMain13_L", "lowerLidMain14_L", "lowerLidMain15_L", "lowerLidMain16_L", "lowerLidMain17_L", "lowerLidMain18_L", "lowerLidMain19_L", "lowerLidMain20_L", "lowerLidMain21_L", "lowerLidMain22_L", "EyeBrowInnerJoint_R", "EyeBrowOuterJoint_R", "EyeBrowCenterJoint_M", "EyeBrowInnerJoint_L", "EyeBrowOuterJoint_L", "LipJoints_M", "upperLipJoint0_M", "upperLipJoint1_R", "upperLipJoint1_L", "upperLipJoint2_R", "upperLipJoint2_L", "upperLipJoint3_R", "upperLipJoint3_L", "upperLipJoint4_R", "upperLipJoint4_L", "upperLipJoint5_R", "upperLipJoint5_L", "upperLipJoint6_R", "upperLipJoint6_L", "upperLipJoint7_R", "upperLipJoint7_L", "upperLipJoint8_R", "upperLipJoint8_L", "upperLipJoint9_R", "upperLipJoint9_L", "upperLipJoint10_R", "upperLipJoint10_L", "upperLipJoint11_R", "upperLipJoint11_L", "upperLipJoint12_R", "upperLipJoint12_L", "upperLipJoint13_R", "upperLipJoint13_L", "upperLipJoint14_R", "upperLipJoint14_L", "upperLipJoint15_R", "upperLipJoint15_L", "LipJoint_R", "LipJoint_L", "lowerLipJoint0_M", "lowerLipJoint1_R", "lowerLipJoint1_L", "lowerLipJoint2_R", "lowerLipJoint2_L", "lowerLipJoint3_R", "lowerLipJoint3_L", "lowerLipJoint4_R", "lowerLipJoint4_L", "lowerLipJoint5_R", "lowerLipJoint5_L", "lowerLipJoint6_R", "lowerLipJoint6_L", "lowerLipJoint7_R", "lowerLipJoint7_L", "lowerLipJoint8_R", "lowerLipJoint8_L", "lowerLipJoint9_R", "lowerLipJoint9_L", "lowerLipJoint10_R", "lowerLipJoint10_L", "lowerLipJoint11_R", "lowerLipJoint11_L", "lowerLipJoint12_R", "lowerLipJoint12_L", "lowerLipJoint13_R", "lowerLipJoint13_L", "lowerLipJoint14_R", "lowerLipJoint14_L", "lowerLipJoint15_R", "lowerLipJoint15_L", "lowerLipJoint16_R", "lowerLipJoint16_L", "lowerLipJoint17_R", "lowerLipJoint17_L", "SmileBulgeJoint_R", "FrownBulgeJoint_R", "SmileBulgeJoint_L", "FrownBulgeJoint_L", "CheekRaiserJoint_R", "CheekRaiserJoint_L", "CheekJoint_R", "CheekJoint_L", "JawJoint_M", "upperTeethJoint_M", "lowerTeethJoint_M", "NoseJoint_M", "NoseCornerJoint_R", "NoseCornerJoint_L", "Head_M_orientConstraint1", "Scapula_R", "Shoulder_R", "ShoulderPart1_R", "ShoulderPart2_R", "Elbow_R", "ElbowPart1_R", "ElbowPart2_R", "Wrist_R", "MiddleFinger1_R", "MiddleFinger2_R", "MiddleFinger3_R", "ThumbFinger1_R", "ThumbFinger2_R", "ThumbFinger3_R", "IndexFinger1_R", "IndexFinger2_R", "IndexFinger3_R", "Cup_R", "PinkyFinger1_R", "PinkyFinger2_R", "PinkyFinger3_R", "RingFinger1_R", "RingFinger2_R", "RingFinger3_R", "Scapula_L", "Shoulder_L", "ShoulderPart1_L", "ShoulderPart2_L", "Elbow_L", "ElbowPart1_L", "ElbowPart2_L", "Wrist_L", "MiddleFinger1_L", "MiddleFinger2_L", "MiddleFinger3_L", "ThumbFinger1_L", "ThumbFinger2_L", "ThumbFinger3_L", "IndexFinger1_L", "IndexFinger2_L", "IndexFinger3_L", "Cup_L", "PinkyFinger1_L", "PinkyFinger2_L", "PinkyFinger3_L", "RingFinger1_L", "RingFinger2_L", "RingFinger3_L", "Hip_L", "HipPart1_L", "HipPart2_L", "Knee_L", "Ankle_L", "Toes_L"};
On import you will get skin and joints deformations.
Basically you might wish to use the Game Exporter.
,,,_°(O__O)°_,,,
Maya2019.1 @ Windows10 & GeForce GTX1080Ti
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