Hey, guys. I've got a rather strange problem that's never happened to me before. So. I'm working with a model of Sonic the Hedgehog that I got with the Sonic GDK fangame project. I am attempting to alter some of the character animations in Maya and then re-import them back into UDK. However, when I export the animation FBX file from UDK and import it into Maya the model not only ends up upside down, (a problem that's not really a big deal to me) but the mesh ends up quite a bit larger than the skeleton, distorting it and making it unable to follow the skeleton properly. Scaling the model down merely makes the model smaller, but not any less distorted.
If I export the animation from UDK and opt out of exporting the skeletal mesh instead I am able to import it into Maya and work with the skeleton. This is doable, but it is very annoying to have to export the animation and import it into UDK to see if it looks any good when the mesh gets involved. I'd like to be able to work with the mesh properly rigged to the skeleton in Maya so I can see how the animations affect the mesh before I export.
Here's what's goin' on:

Any idea what might be going on here?
If I export the animation from UDK and opt out of exporting the skeletal mesh instead I am able to import it into Maya and work with the skeleton. This is doable, but it is very annoying to have to export the animation and import it into UDK to see if it looks any good when the mesh gets involved. I'd like to be able to work with the mesh properly rigged to the skeleton in Maya so I can see how the animations affect the mesh before I export.
Here's what's goin' on:

Any idea what might be going on here?
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