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Skinned Mesh Renderers Bounds rotated incorrectly when importing from Maya.

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![alt text][1] My model comes into Unity fine, animations work great, everything's great. Why do the skinned mesh renderer bounds look like this? does anyone have any idea what I am doing wrong regarding skinned mesh renderer bounds? If you can't see the picture, what's happening is mesh renderer bounds are rotated incorrectly when I import the model from Maya. Soon we will be doing things like calculating player height and scaling the model accordingly in VR, I fear this will not work well if the skinned mesh renderer bounds are calculated like in the picture. [1]: /storage/temp/102388-capture.png

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