I'm working on a model/animation Maya exporter. I used a simple animated box mesh with four joints at first, to make sure everything works (and it does). However, now I'm loading a more complex model and I've come across an issue where joints are flipped (somewhat) along the x-axis.
Below is the model in Maya, the arm on the left is swinging forward.
Here is an in-game view of the joints. The red spheres indicate the left shoulder and thigh. The green indicate right shoulder and thigh, while the blue is the root hip joint.
In Maya, these joints are reversed: Green should be on the left, and red on the right.
What causes this?
In-game, my skeletal hierarchy is connected as it should be, and the matrices seem correct. It's causing some issues with my smooth skinning, as sumewhat visible in the second picture's background. It's almost as if the vertices referenced the correct joints if they weren't flipped, even though the hierarchy is correct.