Trouble with bind pose in Maya 2008

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    This one is along the same lines as the previous post with exporting skinned models, however I am noticing a more specific problem….

    Basically, it looks to me like something is wrong with my Frame 0 pose coming out of Maya. I have created a simple 3 joint test rig with a cylinder bound to it.

    Then, I animate the middle joint to make the cylinder wiggle a bit.

    The strange thing, is that I find that when the data hits the runtime, frame 0 actually has identity matrices for my joints. I would have expected Frame 0 to have the bind pose matrices.

    Am I missing something obvious?

    Thanks in advance.


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