Hi all When our Maya artists here export scenes (FBX) and I import them in Softimage pivots and group/hierarchy locators/nulls are always offset some arbitrary amount, things seem to move correctly, plotted pr. frame. Problem is like in my current project, the axis of rotation on the propeller of a plane is offset, so after baking the transforms, the childnodes - propellerblades rotate correctly, but upon inspection, the axis (parent null) is in fact moving sinus like around the centerline to compensate for wrong rotations. The problem is very real when rendering with motionblur, which gets all wacky because the hierarchy is in fact moving around when rotating.
I am guessing it is a simple thing to fix when baking and exporting from Maya, but our Maya artists have no clue, and I don't know Maya well enough to figure it out. I am sure many of you move stuff back and forth between the two apps, so someone may know which switch to throw in Maya, to keep pivot/centres and group locators in the right position. Any help will be much appreciated :) Morten Bartholdy

