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Hi, that sounds pretty weird, have you been checking the guide on how to export and create new portraits in Stellaris found here?

scrubbing the timeline or playing back causes crashes, as does animation export frequently
This is due to some problem with Maya 2016. When I was playing around with 2016 to try to nail down this problem all I could find was that Maya seemed to have some troubles handling mutliple meshes binded to one rig.

Is there a cap on how many joints or skins a portrait may contain?
Yes, 50 joints is the maximum.
 
Are you sure about this? I went through some of the vanilla meshes with jorodox, and some had as many as 600 joints.

Yes, definitely, a mesh with 600 joints is not something we have in any of our rigs, that is an absurd amount of joints for what we're doing.

that was the *cough* root of one of my problems.

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