- Its pivot should be at 0,0,0.
- The character must be natively set with Z up and Y forward. Maya users working in a Y-up environment might need to create a SceneRoot node. For more information visit: Character Authoring in Maya.
- It should have no transformations applied (pos, rot, scale) to the node being used to export it.
- Make sure the model matches the joints in the skeleton.
- The live deforming skeleton should be in its bind pose when you apply the Skin modifier.
- To get the best preview of skinning you see in CryENGINE in your DCC tool be sure your skin modifier is using Dual Quaternion with no more than a maximum of 4 bone influences per vertex (or 8 if you export 8 weights). In 3ds Max the Cryskin modifier already has these prepared set.