Hey,
Sorry for the delay I was off.
We took the skinned mesh from UE and rigged it for maya using mgear and made the animation from scratch in Maya.
The skinned mesh in the preview is an export from our Maya version but it’s using the same skeleton.
I attached the fbx from the animation, do you need to fbx of the skinned mesh as well ?
We want to edit it here becauseI’m trying to recreate a tool that we made for Unity where everything was centralized. So you could edit animation markers (Notifies) and animate the hitbox in the same place (among other things). The sequencer didn’t felt like the right place to do that