# Limitations * The FBX Exporter package does not support exporting `.asset` files. * The bind poses of animated skinned Meshes are lost on export. For example, if you export an animated skinned Mesh from Unity and import it into Autodesk® Maya® and Autodesk® Maya LT™, you will not be able to set the character into the bind pose using the **Rigging** > **Skin** > **Go to Bind Pose** command. * The FBX Exporter package ignores name or path changes when converting a Model instance. * The FBX Exporter package does not support exporting animation only for animated Lights and Cameras from Autodesk® Maya® and Maya LT™.