I made a character mesh, rig, and animation in Maya 2014. I then used the “File>Export All” and exported it as an fbx, making sure the animation was included.
Once I imported the fbx into unity as a new asset, the animation seems to have imported correctly for all but two limbs of the mesh. For some reason the legs of the mesh are rigid and about 10x larger than they are supposed to be.
In maya, there does not seem to be any issue with the skin weights, the transform on the leg’s scale are all at 1, and the animation plays exactly as intended.
I have no clue on how to fix this issue, and I would appreciate any advice on how to fix it.

