# Zeroing Out Bones?

**URL:** https://forum.highend3d.com/t/zeroing-out-bones/61451
**Category:** Xsi
**Tags:** animation
**Created:** [May 22, 2008, 2:07am UTC](https://forum.highend3d.com/t/zeroing-out-bones/61451 "2008-05-22T02:07:07Z")
**Posts on this page:** 1
**Page:** 1

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### Author: ![kittenchowmein](https://forum.highend3d.com/letter_avatar_proxy/v4/letter/k/c37758/32.png) [@kittenchowmein](https://forum.highend3d.com/u/kittenchowmein)
#### Post date: [May 22, 2008, 2:07am UTC](https://forum.highend3d.com/t/zeroing-out-bones/61451/1 "2008-05-22T02:07:07Z")

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Anyone here have any idea how to remove rotations on an XSI skeleton's bones before exporting it to Maya? I want to keep all my weights I've painted in XSI, and rig+animate my character in Maya.

When I draw Ik's on my skeleton made in XSI, it snaps the bones together and treats them like there is only one bone in the whole limb. I've completely weighted my enveloped/bound character in XSI and sent it into Maya, but now as I'm trying to rig it with simple IK handles it's acting weird; as soon as I draw the IK handle, it locks up the arm and treats it like there's only a single joint in the whole arm, or leg. Spline IK spine works fine, but not the limbs.

Thanks,

Kittenchowmein
