FBX from maya importing with wrong joint rotation

Having a problem with joint rotation coming over to Unity. I export from Maya and the rig looks like this and plays correct. But when I bring it into Unity and set it to Humanoid the hand and finger joints looks like the bottom image.

The hands and fingers seems to be rotating 90 degrees when important into Unity. When I set it to Generic it works fine. Im looking to use Humanoid for the extra functionality.

Thank you!

Correct

Incorrect

Have you checked your joint mapping in unity?

Hey Dick-Sledge, this is what it currently looks like. Also I did a test with the X rotation and they match in Maya and Unity.

3199834--244589--upload_2017-8-28_16-52-41.png
3199834--244590--upload_2017-8-28_16-52-53.png

Your lower arms are mapped to the roll bones. This is causing the problem. Map the lower arms to the forearm bones to correct.

Also in the future to conform to Unity standard humanoid rig, roll bones are not supported.

Hello theANMATOR2b, looking into it more that bone is named incorrectly. Its not the twist bone. It acutally is the forarm bone Thank you for spotting this though. We DO have twist joints though. Could just having twist bones in the rig but not assigned be causing the problem?

3201072--244727--upload_2017-8-29_13-55-51.jpg

From the animation team:

“The humanoid rig have a few restriction regarding how the T-pose needs to be setup to have good animation.
check the T-pose section of this blog post for more detail
Unity Blog