Animations imported from FBX play with inverted/incorrect limb rotations when imported through the Animation Editor onto a UGC bundle rig with additional joints.
I have a rig that features dynamic fingers, when an animation is created on this rig and imported into studio, the animation plays incorrectly on the limbs, regardless of import presets. The animation plays incorrectly both on the fbx file itself introduced into studio, as well as the actual published rig.
Additionally another UGC creator had the same issue when attempting to have animations made for their rig that featured dynamic fingers, and abandoned FBX in favor of Moon Animator.
I think maybe this could be due to the axis of the bones necessary for correct finger roll, but this sounds unlikely.
I am able to reproduce the issue with simple animations, and it fails on both the source fbx as well as a pre existing published version of the bundle in workspace. Fails with all different bone axis exports in Blender despite bones being identical.