I’m proofing my rigs that have been exported into UDK and I’ve come across a couple of problems… This one I can’t seem to fix which is a reverse foot rig as part of my setup as shown below…
So the leg continues until that nub bone and then I have an IK from the thigh to the nub like normal… Then I create a reverse foot rig and link to the leg like shown above… Below is the schematic view
Only thing i could suggest is create another skeleton that is in one hierarchy and have that one be drivin by the control skeleton you have there. That should work better with actor X. I use Actor X in Maya and that is usually how i’ve setup every game character i’ve done. In general it is better to have a bind and a control skeleton so you can go a little bit crazy on the control side and just have to export the bind skeleton in the end.
ActorX will not export correctly unless everything is linked under a root. So as Jon stated, everything needs to be 1 hierarchy.
I too have started building control skeletons however that’s not needed for ActorX as you can leave your controllers unlinked and you should be good to go. The catch is that anything that is being used in your skin modifier will need to be linked under the root somewhere.
On a side note I’d look into using the .fbx format where ever you can as well. It’s a lot easier than ActorX, especially when dealing with many, many animations. I went as far as writing Max Script to handle 100s of animations that needed to exported as .psa. Of course, this is just my personal opinion.