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Root joint of Maya rig translates when set to Humanoid
I've created a standard Maya humanoid rig centered on a root joint, from which the pelvis and legs are connected in one direction and the spine in the other. The rig has IK legs and FK spine with IK/FK arms. The rig has a God control and a ground control, both located at the origin. Below the ground control in the hierarchy is a Center of Gravity control (the pivot point of which is not at origin, but in the same location as the root joint). The root joint is parented to the CoG control.
The character imports into Unity as a generic rig. If I leave it, it works fine. If however, I redefine the rig as humanoid so that I can create the avatar, etc, the root joint is translated out in front of the character, causing the character to deform.
The avatar looks to be properly configured, and all animation still works, just on the deformed character.
Thank you for your time.
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