I've attempting to import a rigged Maya model via an FBX file, but when I import it, the joints are misplaced. They seem to be scaled inwards or something.
This is a screenshot of one of the joints inside Unity: http://i.imgur.com/zpPZN.png The selected joint is meant to be placed inside of the top sphere on the closest leg.
I do get some warnings during the FBX import: "Skipping influences for 'jointX' because it is marked as ADDITIVE. This most likely means that you are using a blend shape or custom deformer, which is not supported." I am not using a blend shape, nor a custom deformer to my knowledge, so I don't know what could be causing this warning, or whether it has anything to do with the issue I'm having.
Can you post how it looks in Maya? Maybe you just need to change handle mode from Center to Pivot in Unity? (in the top-middle of the screen)
– Paulius-Liekis