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Additional rotation values added to bones when exported from Maya to Unity
While preparing the rig in Maya, I have zeroed all the rotations of the bones in T pose and Converted the file to .fbx format. I had imported the same .fbx file into Unity and configured the Animation type to Humanoid in the Rig tab of the model. Now, when I click on the "Configure" button and look at the individual rotations of the bones, there are some values assigned in the rotations of the bones. Why is this happening? Below is the screenshot of the Transform component of a sample bone in the humanoid. Values are added in Rotation for Left Shoulder. When I check the same bone in Maya, it has the Rotation values of 0.
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