I think generally speaking:
you have probably FK-chains, IK-Chains and control rigs. You wanna seperate all of that out and export only the Bones that you apply mesh-weight painting to. Base-Cahin/Result-chain or I name-convention it to “SK_Root” for example.
You’re resulting export file should contain the following for the baserig FBX export:
- character/obj mesh
- SK_Chain
- Blendshapes/Morph Targets
- [The following REMOVED]: any constraints, controllers, FK chains (sometimes the SK chain is used for FK logic, in which case obviously that should be exported), IK Chains.
And animation files should contain:
- SK_Chain
- animation keys on SK_Chain
- they DO NOT need the character mesh, because your baserig already contains that.
And easy way to check would be to export the UnrealEngine mannequin SKeletamMesh as an FBX and import it into Maya, then you should see exactly what your baserig file needs.