Hi, that sounds pretty weird, have you been checking the guide on how to export and create new portraits in Stellaris found here?
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.scrubbing the timeline or playing back causes crashes, as does animation export frequently
Yes, 50 joints is the maximum.Is there a cap on how many joints or skins a portrait may contain?