Hello everyone, I'm having a little issue on this production and we're trying to figure it out. We've done a mocap shoot and the animation was laid onto the skeleton in maya. We then imported the animation from Maya into motionbuilder to do motion edit. We are now tying to import the fbx back into the original maya scene. When I do so, some of the changes we've made have obviously been imported over; however, the rotations on pretty much most of the joints, from the root to the leg to the arms, are in different rotational positions. I feel I've tried everything; from the motionbuilder side, I've tried importing to maya with the entire fbx scene, to saving only the characters and importing that, to saving only the skeletons and importing that, to even doing an export in MB with only the animation data, and in turn, tried every possible mere settings in maya (from merge to exclusive merge) and still either the skeleton looks to get scrunched, or no animation gets copied at all (which happens with exclusive merges. I've gotten a couple of syntax errors in my script editor about characterized issues, so I've even deleted the characters from the motionbuilder scene before importing, and while I no longer get syntax errors, I still get the crunched skeleton. Has anybody encounteed this before? I have no idea what to do at this point. Thanks.