Check your Hierarchy Editor to make sure both elements are parented correctly.
I don’t remember off the top of my head but I think every piece of the model needs to have a bone assigned, if that’s the case, then parent the static part to a root bone, then the attachment coming off of that bone.
from what ive experienced, in maya, the whole model has to be one mesh
the animation also has to have ALL the joints freeze-transformed in the model’s default position before any animation is done
by ALL joints it means the every joint needs to be individually freeze transformed, if you only select the parent joint and freeze transform, only the parent joint is freeze transformed, not the rest after it
the safest way to freeze transform joints is to unparent all joints, freeze transform all of them individually and re-parent them after the freeze transforms are done
if these 2 criterias are not fulfiled, the possibility of your maya animation screwing up is extremely high
Well… I’m not one to enjoy reviving new topics, but its another issue now with the same model…
We managed to solve the old problem already (I forgot to update the thread, sorry laperen…) but a new problem occured of a weirder variety.
The model’s arms now become stick thin during the animation.
In the maya file, the model’s arms are regular size, normal animation and all. But when exported to egg, the arms are suddenly… alot thinner, yet still attached to the model.