I have a 3D-Model, made in Maya and I am trying to parse that through the latest XNA with the SkinnedModelProcessor (However, this issue remains without that processor).

In Maya, the skin is already attached to the skeleton, so why am I getting this error?

Is there anything special I should think of when exporting that .fbx file from Maya?

• You can get this error in blender if the armatures are not connected. So maybe there is an issue with the way your bones are set up. – ClassicThunder Apr 19 '13 at 4:24