3ds Max Pivots in the Wrong Place

Hello,
I’m having a problem in which importing an .fbx file to unity that was exported from 3ds max has it’s bone pivots shifted. So in this case, the major problem is that a character’s head is rotating around their mouth instead of their neck. This looks totally whacked out. Now, the guy who made the skinned animation doesn’t know why this could be happening either. I’m mostly used to Maya in which you can delete non-deformer history to fix anything weird going on, but as far as I know, there’s nothing like this in Max. Would anyone know what’s wrong?

can please ask the guy that made the rigging, what he used, Biped or Bones !

Could it be that you have selected “Centre” instead “Pivot” in “Transform Gizmo Toggles” in the toolbar?

Osama:
He’s using bones.

NickRichards:
I tried toggling between Center and Pivot, but it doesn’t affect how it animated.

I found some more helpful information. I tried importing the fbx into Maya and the entire skeleton was offset. Either that or the mesh was offset. I’ve attached some pictures. One is the export settings. The others are warnings that pop up after the export which is probably attributing to the problem.

494797--17419--$error-pic.jpg


494797--17421--$error-pic02.jpg

We looked into the Physique warning some more. Using skin seems to have fixed the problem. Thank you for the help.