So do you parent the meshes to the dummy object you create or do you literally make a dummy object and then export it along with everything else?

Yeah it looks like the mixamo maya control rig script changes the hierarchy and naming convention. What's your workflow for correcting this issue in 3dsmax? I'm familiar with 3dsmax so maybe I can derive a solution for Maya.

So I'm experiencing an issue where my character is halfway in the ground. It's almost like it is using the root joint instead of the feet to place him on the ground plane.

My character is rigged with Mixamo auto rigger. I was able to get it working using Mixamo library animations but when I took it into Maya and made my own custom animations and brought it back in, that's when I started having this issue.

Also, my import is set to Humanoid for the rig and so are all the animations I'm using.

http://aimdiab.com/wip/characters_in_ground.jpg

Edit: Also I realize there are other posts about very similar problems on the forums, I've looked at them all, none of them proved helpful in this case.

The transform displayed in the unity inspector for the prefab is the same value displayed in the transform box under the UFE character editor window.

Edit: I think i found it. The option for auto mirror was switched off in global config.

Hey, I'm having a problem with character flipping. If I don't use the 90 degree transform adjustment that is used in the example files UFE does not flip the character. I end up with both facing the same direction. If I do use the 90 degree angle correction, my character faces the wrong way. I've tried making him stand facing the front of my scene in Maya as well as facing the right side and neither produces a correct result.