Well, the above solution did not seem to work as well as we hoped. Here's the breakdown.
We have a working biped rig that exports animations perfectly from Max. The animations work as they should when we load a model and the animation in the hero engine viewer.
Our animator works best with Maya though, so I took the biped, sent it to Maya. When the animation was then exported from Maya and loaded into the viewer, the model immediately rotated 90 degrees and would not move.
Now, our skinned rigs were originally created and exported from Max. Would applying animations generated in Maya cause this? It would be a bit of a nightmare to have to reskin all of our models in maya in order to add new animations. I realize that max is z-up and maya is y-up, but I would assume that the exporter takes this into account?
Any help would be greatly appreciated! Thanks!!