I'm using Maya to rig and animate some mesh bare cat ears. I rig them and the offset joints are kept when I upload it. But as soon as I play an animation made for it, it reverts the joints to normal orientation. I can't figure what's wrong. I found one, I have to rig with Z being the up axis, but animate with Y being the up axis. But everything I try the animation still crunches them back to normal joint orientation and voids the offset joints. SL treats the animation as a deformation as well and undeform avatar returns them to the offset joints. I've been animating using the same offset joint